WO2020177435A1 - 移动终端中的信息处理方法、装置、介质及电子设备 - Google Patents

移动终端中的信息处理方法、装置、介质及电子设备 Download PDF

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Publication number
WO2020177435A1
WO2020177435A1 PCT/CN2019/125202 CN2019125202W WO2020177435A1 WO 2020177435 A1 WO2020177435 A1 WO 2020177435A1 CN 2019125202 W CN2019125202 W CN 2019125202W WO 2020177435 A1 WO2020177435 A1 WO 2020177435A1
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WIPO (PCT)
Prior art keywords
game character
attack
target
touch operation
control
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Ceased
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PCT/CN2019/125202
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English (en)
French (fr)
Inventor
李景成
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to US17/436,376 priority Critical patent/US12186653B2/en
Publication of WO2020177435A1 publication Critical patent/WO2020177435A1/zh
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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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
    • A63F13/20Input 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
    • A63F13/422Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • 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
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

Definitions

  • the present disclosure relates to the field of game technology, and in particular to an information processing method in a mobile terminal, an information processing device in a mobile terminal, and a computer-readable medium and electronic equipment that implement the above-mentioned information processing method in the mobile terminal.
  • the purpose of the embodiments of the present disclosure is to provide an information processing method in a mobile terminal, an information processing device in a mobile terminal, and a computer-readable medium and electronic equipment that implement the above-mentioned information processing method in a mobile terminal.
  • an information processing method in a mobile terminal in which a software application of a preset game is run in the mobile terminal and a graphical user interface is rendered on the display screen of the mobile terminal.
  • the graphical user interface includes a first game character and a first attack control, and the above method includes:
  • a target selection control including at least one game character identifier is displayed, and according to the third touch operation acting on the target selection control, the at least one game character A target game character identifier is determined in the identifier, and the first game character is controlled to perform the first attack operation with the target game character corresponding to the target game character identifier as the attack target.
  • the at least one game character identifier in the target selection control is a game character identifier corresponding to a second game character meeting a preset condition.
  • the second game character that satisfies the preset condition includes: a second game character determined according to the position of the first game character.
  • the second game character that satisfies the preset condition includes: the second game character determined according to the attribute of the first attack operation.
  • the first touch operation is a touch click operation
  • the second touch operation is a touch sliding operation
  • the third touch operation is a
  • the second touch operation is a continuous touch sliding operation.
  • the determining a target game character identifier from the at least one game character identifier according to a third touch operation acting on the target selection control includes:
  • the target game character identifier is determined from the at least one game character identifier at least according to the position of the touch point of the third touch operation acting on the target selection control.
  • the method further includes:
  • the target game character satisfies the preset locking condition, in response to the fourth touch operation acting on the first attack control, control the first game character to use the target game character as the attack target to perform the first attack Operation, wherein the fourth touch operation is later than the third touch operation in timing.
  • the game character identifiers in the target selection control are arranged in a ring.
  • the position of the corresponding game character identifier in the target selection control is determined according to the attribute of the second game character.
  • the size of the operation response area of the corresponding game character identifier in the target selection control is determined according to the attribute of the second game character.
  • the display position of the target selection control is determined according to the position of the first attack control.
  • the display position of the target selection control is determined according to the position of the second touch operation touch point.
  • the graphical user interface includes a second attack control, and if the target game character meets a preset locking condition, the method further includes:
  • the preset locking condition includes: the vitality index corresponding to the target game character is greater than zero and no switching touch operation is detected.
  • the method further includes: in response to an end action of the third touch operation, canceling the display of the target selection control.
  • the method further includes:
  • a selected mark is displayed at the attack target, and/or, after the target game character mark is determined, a reminder of the selected attack target is pushed to remind the player to successfully select the attack target.
  • an information processing device in a mobile terminal in which a software application of a preset game is run and a graphical user interface is rendered on the display screen of the mobile terminal.
  • the graphical user interface includes a first game character and a first attack control, and the device includes:
  • the first response module is configured to respond to the first touch operation acting on the first attack control, and control the first game character to execute the first attack control corresponding to the first attack control according to a preset automatic target selection rule. Attack operation
  • the second response module is configured to, in response to the second touch operation acting on the first attack control, display a target selection control including at least one game character identifier, and according to the third touch operation acting on the target selection control The operation determines a target game character identifier from the at least one game character identifier, and controls the first game character to perform the first attack operation with the target game character corresponding to the target game character identifier as an attack target.
  • a computer-readable medium having a computer program stored thereon, and when the program is executed by a processor, the mobile terminal as described in the first aspect of the above-mentioned embodiment Information processing methods.
  • an electronic device including: one or more processors; a storage device, configured to store one or more programs, when the one or more programs are used by the one When executed by the one or more processors, the one or more processors implement the information processing method in the mobile terminal as described in the first aspect of the foregoing embodiments.
  • Fig. 1 shows a schematic flowchart of an information processing method in a mobile terminal according to an embodiment of the present disclosure
  • Figure 2 shows a schematic diagram of a graphical user interface according to an embodiment of the present disclosure
  • Fig. 3 shows a schematic flowchart of an information processing method in a mobile terminal according to another embodiment of the present disclosure
  • FIG. 4 shows a schematic flowchart of an information processing method in a mobile terminal according to another embodiment of the present disclosure
  • FIG. 5 shows a schematic structural diagram of an information processing device in a mobile terminal according to an embodiment of the present disclosure.
  • Fig. 6 shows a schematic structural diagram of a computer system suitable for implementing an electronic device of an embodiment of the present disclosure.
  • the first category is NPC/minions
  • the second category is the characters/heroes controlled by other game players.
  • the game player clicks on the attack control and slides upward to automatically select and attack a target object in the first type of target object, and clicks on the attack control and slides downward to automatically select and attack a target object in the second target object.
  • attack controls are displayed in the attack control layout area at the bottom right of the screen.
  • the small avatar of the object is displayed near the attack control layout area, and the player clicks on the corresponding Avatar, the character will select and attack the corresponding target.
  • Fig. 1 shows a schematic flowchart of an information processing method in a mobile terminal according to an embodiment of the present disclosure.
  • the information processing method in the mobile terminal provided in this embodiment at least overcomes the above shortcomings of the information processing method in the mobile terminal in the related art to a certain extent.
  • the execution body of the information processing method in the mobile terminal provided in this embodiment may be a device with computing processing functions, such as a mobile terminal, a server, and so on.
  • a software application of a preset game is run on the mobile terminal and rendered on the display screen of the mobile terminal to obtain a graphical user interface, and the graphical user interface includes a first game character and a first attack control.
  • the information processing method in a mobile terminal includes step S101 and step S102.
  • step S101 in response to a first touch operation acting on the first attack control, the first game character is controlled to perform a first attack operation corresponding to the first attack control according to a preset automatic target selection rule.
  • the above-mentioned first attack control may be an attack key in a graphical user interface of a game.
  • the first game character may be the game character corresponding to the account currently logged in to the mobile terminal (ie, the "current player").
  • the above-mentioned first attack operation may be an attack performed by the current player on the "enemy game character" through the attack key.
  • the user's finger of the mobile terminal generally stays at the "general attack key" for a long time, so as to prepare to attack or be attacking the enemy at any time. Therefore, using the general attack key (virtual button used to trigger an attack, also known as the attack key, etc.) in the game as a preset area that can trigger the target selection mechanism will greatly save the user's finger movement distance, which is beneficial to the player to quickly and accurately Select the attack target. At the same time, it is also conducive to the disappearance of the target selection control as soon as possible, thereby shortening the occlusion time of the game scene, thereby helping to improve the user's game experience.
  • the general attack key virtual button used to trigger an attack, also known as the attack key, etc.
  • step S102 in response to a second touch operation acting on the first attack control, a target selection control containing at least one game character identifier is displayed, and according to the third touch operation acting on the target selection control, A target game character identifier is determined in the at least one game character identifier, and the first game character is controlled to perform the first attack operation with the target game character corresponding to the target game character identifier as an attack target.
  • the aforementioned second touch operation is different from the aforementioned first touch operation.
  • the method of determining the attack target corresponding to the first attack operation is different, so that the game player can actively adjust the attack target selection method according to the needs during the game battle.
  • the first touch operation acting on the first attack control determines the target object according to the preset automatic target selection rules
  • the second touch operation acting on the first attack control can be used to quickly, coherently and according to the player’s automatic wishes. Precisely select the target object, provide game players with different attack methods, and make the game operation more flexible, which will help improve the player's game experience.
  • FIG. 2 a schematic diagram of a graphical user interface is shown in FIG. 2.
  • the attack target corresponding to the first attack operation is all enemy game characters or one is determined from the attack range according to the preset automatic target selection rule.
  • the enemy game character controls the first game character to perform the first attack operation corresponding to the first attack control, or all enemy game characters within the attack range 21.
  • the target selection control 20 is displayed, where the target selection control 20 includes at least one game character identifier (such as: game character identifier 201, game character identifier 202, game Character identification 203, game character identification 204).
  • a target game character identifier is determined from the at least one game character identifier, so as to control the first game character to use the target game character corresponding to the target game character identifier.
  • the role performs the first attack operation as the attack target.
  • the game character identifier 203 in FIG. 2 has a corresponding relationship with the second game character 213 in the attack range 21 of the first attack operation.
  • the game character identifier 203 is used as the target game character identifier
  • the second game character 213 is used as the target game character.
  • the first game character is controlled to perform the first attack operation with the second game character 213 corresponding to the game character identifier 203 as the attack target.
  • the display position of the target selection control 20 may be determined according to the position of the second touch operation touch point. For example, the target selection control 20 is displayed at the position of the end touch point of the second touch operation. If the target selection control 20 is circular, the end touch point of the second touch operation can be used as its center.
  • the display position of the target selection control 20 may also be determined according to the position of the first attack control. For example, in response to a second touch operation acting on the first attack control, the target selection control 20 is displayed at a preset distance from the first attack control, wherein the preset distance has an upper limit value, or in a preferred In the embodiment, the target selection control may be displayed at the position of the first attack control. In this way, it is possible to make the target selection control display the difference in the arrangement of the attack control, reduce the occlusion of the game screen by the target selection control, and prevent the display position of the target selection control 20 from being too far away from the first attack control to cause the player's finger to move. Therefore, the speed of selecting the attack target is accelerated, and it is convenient to select the target through the circularly arranged target selection controls after the second touch operation, which makes the operation more consistent and avoids missed attack opportunities in battle.
  • the game character identifier in the target selection control 20 is the game character identifier corresponding to the second game character that meets the preset condition. That is, the second game character is determined according to the preset condition, so that the second game character is displayed in the target selection control 20 for the player to select, and the selected second game character is used as the attack target.
  • the identification of the enemy game character that meets the preset conditions is displayed in the target selection control for the player to choose, instead of all enemy game characters, so as to reduce targets while ensuring the accuracy of attack target selection.
  • the number of flags in the selection control reduces the occupation of the limited screen display area of the mobile terminal and avoids the occlusion of the game scene by a large number of game character images, thereby further improving the user's game experience.
  • the foregoing preset condition may be related to the position of the first game character. Therefore, the above-mentioned second game character that satisfies the preset condition is: a game character within a circular range with the position of the first game character as the center and a preset radius value. It can be understood that the aforementioned circular range may move according to the movement of the first game character. That is to say, when the distance between the enemy game character and the aforementioned first game character is less than the aforementioned preset radius value, the game character identification corresponding to this enemy game character can be displayed in the target selection control 20, and the player can In the target selection control 20, the enemy game character is selected as the target game character to perform the first attack operation as the attack target. Therefore, the player can preferentially select the enemy game character that is close to him (higher threat) as the attack target, and attack it accurately and quickly, so that the game operation is more flexible and efficient, which is conducive to improving the player's game experience.
  • the foregoing preset condition may also be related to the attribute of the first attack operation, and the attack range corresponding to the first attack operation is determined according to the attribute of the first attack operation. Therefore, the aforementioned second game character that satisfies the preset condition is: a game character within the attack range corresponding to the first attack operation. That is, when the enemy game character is within the attack range corresponding to the first attack operation, the game character identification corresponding to the enemy game character can be displayed in the target selection control 20. The player can select the enemy game character as the target game character in the target selection control 20 to perform the first attack operation as the attack target. By targeting enemy game characters within the attack range, it is beneficial to increase the attack success rate, making the game operation more flexible and efficient, and improving the player's gaming experience.
  • the positions occupied by multiple game character identifiers in the target selection control 20 may be determined according to the attributes of the different second game characters (eg, the type of the game character, the amount of blood, etc.).
  • the multiple game character identifiers in the target selection control 20 are arranged in descending order of the blood volume value.
  • multiple game character identifiers in the target selection control 20 are displayed according to the aforementioned preset type attributes.
  • the size of the operation response area occupied by the multiple game character identifiers in the target selection control 20 is determined according to the attributes of the different second game characters (eg, the type of the game character, the amount of blood, etc.) .
  • the operation response area of the game character identifier may be equal to or larger than the display area of the game character identifier. For example, for a game character with a low blood volume or a preset specific type of game character, its operation response area in the target selection control is large, so that the player can more easily select the character to further improve the player's choice of attack targets when attacking Convenience.
  • the above-mentioned first touch operation is a touch click operation, for example, attacking an enemy game character or all enemy game characters within the attack range 21 by clicking a general attack key, or according to a preset
  • the automatic target selection rule controls the first game character to perform the first attack operation corresponding to the first attack control.
  • the above-mentioned second touch operation is a touch sliding operation, for example, the target selection control 20 is triggered to be displayed by sliding a general tap key.
  • the above-mentioned first touch mode and second touch mode may also have other implementation modes (for example, light press and heavy press respectively, or click and long press respectively).
  • implementation modes for example, light press and heavy press respectively, or click and long press respectively.
  • the target game character identifier is selected in the target selection control through the third touch operation.
  • the third trigger operation is a touch sliding operation that is continuous with the second touch operation. Selecting the target game character identifier in the target selection control through continuous touch sliding operations is beneficial to reduce the player's finger movements (such as lifting off the screen, touching the screen again, etc.). Thus, the player can complete the selection of the target attack object through consecutive finger movements, which is beneficial to improve the accuracy and speed of selection.
  • the display position of the target selection control is determined according to the position of the first attack control, or the target selection The display position of the control is determined according to the position of the second touch operation touch point.
  • the target selection control can be displayed in the arrangement area of the attack control (for example, in some games, how many are arranged in the lower right corner of the screen)
  • a skill attack control and a common attack control are beneficial to reduce the occupation of the limited screen display area of the mobile terminal and avoid the occlusion of the game scene by the large game character image, thereby further improving the user's game experience.
  • the game character identifiers in the target selection control are arranged in a ring shape, which can facilitate target selection through the target selection controls arranged in a ring shape after the second touch operation, so that the operation is more consistent , To avoid missed attack opportunities in battle.
  • a target selection control 20 containing at least one game character identification (for example, an image identification, a text identification, etc.) is displayed.
  • the terminal touch point 200 of the second trigger operation is used as the display center of the target selection control 20, and the roulette-type target selection control 20 is displayed.
  • the game character identifiers corresponding to the second game characters in the target selection control 20 are arranged in a circle, and the game character identifiers corresponding to each second game character are presented in a fan shape (for example, game character identifier 201-game character identifier 204 correspond to 4 The second game character).
  • the specific implementation manner of determining the target game character identifier according to the third touch operation in step S102 may be: at least according to the position of the touch point of the third touch operation acting on the target selection control 20 from The target game character identifier is determined in the at least one game character identifier.
  • the game character identifier 201 when the preset duration (for example, 0.5 seconds) of the above-mentioned target selection control 20 is displayed, the game character identifier 201 at the touch point of the player's finger through the third touch operation. It means that the attack target selected by the player is the second game character 211 that has a mapping relationship with the game character identifier 201. That is, the target game character identifier is the game identifier corresponding to the second game character 211.
  • the selection indicator 22 is displayed at the selected second game character 211 to inform the player that the virtual element 211 has been selected. Or, push the reminder of the selected attack target to remind the player to successfully select the attack target.
  • the touch point of the player's finger through the third touch operation is at the game character identifier 204, and the player's finger is at the game character identifier
  • the touch duration of 204 is greater than another preset duration (for example, 0.2 seconds). It means that the attack target selected by the player is the second game character 214 having a mapping relationship with the game character identifier 204. That is, the target game character identifier is the game identifier corresponding to the second game character 214.
  • the touch point of the player's finger through the third touch operation is at the game character identifier 202, and the player's finger is at the game character identifier.
  • the pressure generated by the touch of 202 is greater than a preset pressure value (for example, 100 Pa). It means that the attack target selected by the player is the second game character 212 having a mapping relationship with the game character identifier 202. That is, the target game character identifier is the game identifier corresponding to the second game character 212.
  • the above different methods of determining the target game character identification are beneficial to improve the accuracy of the attack target, and can avoid invalid attacks caused by the player's misoperation, thereby helping to provide the player's game experience.
  • FIG. 3 shows a schematic flowchart of an information processing method in a mobile terminal according to another embodiment of the present disclosure, where the method shown in this figure is executed after step S102.
  • the method includes steps S301 to S307.
  • step S301 it is determined whether the target game character satisfies a preset locking condition.
  • the aforementioned preset locking condition includes that the vitality index corresponding to the target game character is greater than zero and no switching touch operation is detected.
  • step S301 If the judgment result of step S301 is that the target game character meets the preset locking condition, step S302 and step S303 are executed.
  • step S302 in response to a fourth touch operation acting on the first attack control, the first game character is controlled to perform the first attack operation with the target game character as an attack target. That is, when the current target game character is not dead, and the player does not switch the attack target, the first game character is controlled to perform the first attack operation with the current target game character as the attack target.
  • step S303 in response to the end action of the third touch operation, the display of the target selection control is cancelled.
  • the third trigger operation is a touch sliding operation that is continuous with the second touch operation
  • the ending action of the third touch operation may be an action of the player's mobile phone leaving the screen in the third touch operation.
  • the third trigger operation after the touch sliding operation (third trigger operation) that is continuous with the above second touch operation slides to the target character identifier, and the third trigger operation further includes a long press operation, the above third touch operation ends
  • the action may also be set as: the preset pressing duration of the player's finger on the screen through the long press operation of the third touch operation, and when the preset pressing duration ends, it is the end action of the third touch operation.
  • the preset pressing time for example, 2 seconds
  • step S301 If the judgment result of step S301 is: the target game character does not meet the preset locking condition, then step S304 to step S307 are executed.
  • step S304 it is detected whether a switching touch operation is acquired.
  • the above-mentioned switching touch operation may be: the above-mentioned switching trigger operation may be a touch sliding operation continuous with the above-mentioned third touch operation.
  • the above-mentioned switching trigger operation may be a touch sliding operation continuous with the above-mentioned third touch operation.
  • the game character identifier 202 corresponding to the end point of the touch sliding operation 232 in the target selection control 20 is acquired as the second target game character identifier.
  • the target game character is switched from 211 to 212, thus completing the switching of the target game character.
  • the selection indicator 22' is displayed at the target game character 212 corresponding to the game character identifier 202.
  • step S304 determines whether the switching touch operation is acquired. If the judgment result of step S304 is: the detection result is that the switching touch operation is acquired, then step S305 and step S306 are executed. If the judgment result of step S304 is: the detection result is that no switching touch operation is acquired, step S307 is executed.
  • step S305 the attack target is switched according to the switch touch operation, and the first game character is controlled to perform the first attack operation with the target game character as the attack target. That is to say, when the player switches the attack target, the current target game character is no longer locked as the attack target, but the target is updated to the target game character after the switch.
  • the switching trigger operation may be a touch sliding operation that is continuous with the third touch operation
  • the ending action of the switching touch operation may be an action of the player's mobile phone leaving the screen during the switching touch operation.
  • the switching trigger operation after the touch sliding operation (ie, switching trigger operation) that is continuous with the third touch operation slides to the next target character identifier, the switching trigger operation also includes a long press operation, and the switching touch operation ends
  • the action can also be set as: the preset pressing duration of the player's finger on the screen through the long press operation of the switch touch operation, and the end of the switch touch operation is when the preset pressing duration ends.
  • the duration reaches the preset pressing duration (for example, 2.5 seconds)
  • the display of the target selection control is cancelled.
  • step S307 the display of the target selection control is cancelled. That is, when the attack target is no longer locked as the current target game character, and no switching touch operation is detected, the display of the target selection control is directly cancelled. In order to minimize the occlusion of the image user interface by the target selection space.
  • Fig. 4 shows a schematic flowchart of an information processing method in a mobile terminal according to another embodiment of the present disclosure. This embodiment is performed on the basis of the above-mentioned various embodiments. Specifically, in this embodiment, a software application of a preset game is run on the above mobile terminal and rendered on the display screen of the above mobile terminal to obtain a graphical user interface.
  • the above graphical user interface includes the first game character and the first game character.
  • the attack control it also includes: the second attack control.
  • the information processing method in the mobile terminal provided in this embodiment includes step S401-step S403.
  • step S401 is the same as the specific implementation of step S101
  • step S402 is the same as the specific implementation of step S102, and will not be repeated here.
  • step S403 if the target game character satisfies the preset locking condition, in response to the fifth touch operation acting on the second attack control, the first game character is controlled to execute the attack target with the target game character The second attack operation corresponding to the second attack control. Wherein, the fifth touch operation is later than the third touch operation in timing.
  • the specific implementation manner for determining whether the target game character meets the preset locking condition is the same as the specific implementation manner of step S301.
  • the player when the target game character satisfies the preset locking condition, the player can use the fifth touch operation (such as tap, double tap, long press, etc.) to act on the second attack on the graphical user interface.
  • the first game character is controlled to use the target game character as an attack target to perform a second attack operation corresponding to the second attack control.
  • the player after the player selects a target game character, he can sequentially perform various attack operations on the target game character.
  • the attack operation corresponding to the first attack control is a sniper rifle attack
  • the attack operation corresponding to the second attack control is a rifle attack.
  • the player first attacks the target game character with the sniper rifle corresponding to the first attack control, and can attack the target game character with the rifle corresponding to the second attack control when the target game character is locked .
  • the second attack operation corresponding to the second attack control is executed (for example, in step S102) or the second attack operation corresponding to the second attack control is executed (for example, in step S403)
  • the preset distance from the attack target is the automatic adsorption range of the attack operation.
  • the skill indicator corresponding to the attack operation will automatically be attached to the attack target, and the attack operation is performed on the attack target. Therefore, it can help the player to release the skill more accurately, and can also assist the player in the release of the skill in a more concealed manner, which improves the skill release experience to a certain extent. In addition, it can reduce operating errors during the skill release process and improve the player's gaming experience.
  • the movement route of the skill indicator corresponding to the attack operation toward the attack target has a relative mapping relationship with the route of the player's finger sliding.
  • the sliding distance of the player's finger*k the moving distance of the skill indicator.
  • k is the relative mapping coefficient in this operation.
  • the following describes the device embodiments of the present disclosure, which can be used to execute the information processing method in the mobile terminal described in the present disclosure.
  • Fig. 5 shows a schematic structural diagram of an information processing device in a mobile terminal according to an embodiment of the present disclosure.
  • a software application of a preset game is run in the mobile terminal and rendered on the display screen of the mobile terminal to obtain a graphical user interface, and the graphical user interface includes a first game character and a first attack control.
  • the information processing apparatus 500 in the above-mentioned mobile terminal includes: a first response module 501 and a second response module 502.
  • the aforementioned first response module 501 is configured as:
  • the upper second response module 502 is configured as:
  • a target selection control including at least one game character identifier is displayed, and according to the third touch operation acting on the target selection control, the at least one game character A target game character identifier is determined in the identifier, and the first game character is controlled to perform the first attack operation with the target game character corresponding to the target game character identifier as the attack target.
  • the at least one game character identifier in the target selection control is a game character identifier corresponding to a second game character meeting a preset condition.
  • the second game character that satisfies the preset condition includes: a second game character determined according to the position of the first game character.
  • the second game character that satisfies the preset condition includes: the second game character determined according to the attribute of the first attack operation.
  • the first touch operation is a touch click operation
  • the second touch operation is a touch sliding operation
  • the third touch operation is a
  • the second touch operation is a continuous touch sliding operation.
  • the above-mentioned first response module 502 is specifically configured as:
  • the target game character identifier is determined from the at least one game character identifier at least according to the position of the touch point of the third touch operation acting on the target selection control.
  • the information processing apparatus 500 in the above-mentioned mobile terminal further includes: a continuous attack operation module 503;
  • the above-mentioned continuous attack operation module 503 is configured to: if the target game character satisfies a preset locking condition, in response to a fourth touch operation acting on the first attack control, control the first game character to move to the target The game character performs the first attack operation as the attack target, wherein the fourth touch operation is later than the third touch operation in timing.
  • the game character identifiers in the target selection control are arranged in a ring.
  • the position of the corresponding game character identifier in the target selection control is determined according to the attribute of the second game character.
  • the size of the operation response area of the corresponding game character identifier in the target selection control is determined according to the attribute of the second game character.
  • the display position of the target selection control is determined according to the position of the first attack control.
  • the display position of the target selection control is determined according to the position of the second touch operation touch point.
  • the graphical user interface includes a second attack control
  • the information processing apparatus 500 in the above-mentioned mobile terminal further includes: a switching attack operation module 504;
  • the above-mentioned switching attack operation module 504 is configured to: if the target game character satisfies a preset locking condition, in response to the fifth touch operation acting on the second attack control, control the first game character to play the target game The character performs the second attack operation corresponding to the second attack control as the attack target, wherein the fifth touch operation is later than the third touch operation in time sequence.
  • the preset locking condition includes: the vitality index corresponding to the target game character is greater than zero and no switching touch operation is detected.
  • the information processing device 500 in the above-mentioned mobile terminal further includes: a cancel display module 505;
  • the above-mentioned canceling display module 505 is configured to cancel the display of the target selection control in response to the end action of the third touch operation.
  • the information processing device 500 in the above-mentioned mobile terminal further includes: a selection reminding module 506;
  • the selection reminder module 506 is configured to display a selection mark at the attack target, and/or, after determining the target game character mark, push a reminder of the selected attack target to remind the player to successfully select the attack target.
  • each functional module of the information processing device in the mobile terminal of the exemplary embodiment of the present disclosure corresponds to the steps of the exemplary embodiment of the information processing method in the above-mentioned mobile terminal, for details that are not disclosed in the device embodiment of the present disclosure, please Refer to the embodiment of the information processing method in the mobile terminal described above in the present disclosure.
  • FIG. 6 shows a schematic structural diagram of a computer system 600 suitable for implementing an electronic device of the embodiments of the present disclosure.
  • the computer system 600 of the electronic device shown in FIG. 6 is only an example, and should not bring any limitation to the function and scope of use of the embodiments of the present disclosure.
  • the computer system 600 includes a central processing unit (CPU) 601, which can be based on a program stored in a read only memory (ROM) 602 or a program loaded from a storage part 608 into a random access memory (RAM) 603 And perform various appropriate actions and processing.
  • ROM read only memory
  • RAM random access memory
  • various programs and data required for system operation are also stored.
  • the CPU 601, the ROM 602, and the RAM 603 are connected to each other through a bus 604.
  • An input/output (I/O) interface 605 is also connected to the bus 604.
  • the following components are connected to the I/O interface 605: an input part 606 including a keyboard, a mouse, etc.; an output part 607 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and speakers, etc.; a storage part 608 including a hard disk, etc. ; And a communication section 609 including a network interface card such as a LAN card, a modem, etc. The communication section 609 performs communication processing via a network such as the Internet.
  • the driver 610 is also connected to the I/O interface 605 as needed.
  • a removable medium 611 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 610 as needed, so that the computer program read from it is installed into the storage part 608 as needed.
  • the process described above with reference to the flowchart can be implemented as a computer software program.
  • the embodiments of the present disclosure include a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart.
  • the computer program may be downloaded and installed from the network through the communication part 609, and/or installed from the removable medium 611.
  • the central processing unit (CPU) 601 the above-mentioned functions defined in the system of the present application are executed.
  • the computer-readable medium shown in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium, or any combination of the two.
  • the computer-readable storage medium may be, for example, but not limited to, an electric, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable Programmable read only memory (EPROM or flash memory), optical fiber, portable compact disk read only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
  • a computer-readable storage medium may be any tangible medium that contains or stores a program, and the program may be used by or in combination with an instruction execution system, apparatus, or device.
  • a computer-readable signal medium may include a data signal propagated in a baseband or as a part of a carrier wave, and a computer-readable program code is carried therein. This propagated data signal can take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
  • the computer-readable signal medium may also be any computer-readable medium other than the computer-readable storage medium.
  • the computer-readable medium may send, propagate or transmit the program for use by or in combination with the instruction execution system, apparatus, or device .
  • the program code contained on the computer-readable medium can be transmitted by any suitable medium, including but not limited to: wireless, wire, optical cable, RF, etc., or any suitable combination of the above.
  • each block in the flowchart or block diagram may represent a module, program segment, or part of code, and the above-mentioned module, program segment, or part of code contains one or more for realizing the specified logical function Executable instructions.
  • the functions marked in the block may also occur in a different order from the order marked in the drawings. For example, two blocks shown in succession can actually be executed substantially in parallel, or they can sometimes be executed in the reverse order, depending on the functions involved.
  • each block in the block diagram or flowchart, and the combination of blocks in the block diagram or flowchart can be implemented by a dedicated hardware-based system that performs the specified functions or operations, or can be It is realized by a combination of dedicated hardware and computer instructions.
  • the units involved in the embodiments described in the present disclosure may be implemented in software or hardware, and the described units may also be provided in a processor. Among them, the names of these units do not constitute a limitation on the unit itself under certain circumstances.
  • this application also provides a computer-readable medium.
  • the computer-readable medium may be included in the electronic device described in the above-mentioned embodiments; or it may exist alone without being assembled into the electronic device. in.
  • the above-mentioned computer-readable medium carries one or more programs, and when the above-mentioned one or more programs are executed by an electronic device, the electronic device realizes the information processing method in the mobile terminal as described in the above embodiment.
  • the electronic device may realize the following as shown in FIG. 1:
  • step S101 in response to a first touch operation acting on the first attack control, control the first game character according to a preset automatic target selection rule Perform a first attack operation corresponding to the first attack control
  • step S102 in response to a second touch operation acting on the first attack control, display a target selection control containing at least one game character identifier, and perform the target selection control according to the
  • the third touch operation of the target selection control determines a target game character identifier from the at least one game character identifier, and controls the first game character to use the target game character corresponding to the target game character identifier as the target of attack.
  • the first attack operation is described.
  • the electronic device can implement the steps shown in FIG. 3 or FIG. 4.
  • modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory.
  • the features and functions of two or more modules or units described above may be embodied in one module or unit.
  • the features and functions of a module or unit described above can be further divided into multiple modules or units to be embodied.
  • the exemplary embodiments described herein can be implemented by software, or can be implemented by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (can be a CD-ROM, U disk, mobile hard disk, etc.) or on the network , Including several instructions to make a computing device (which may be a personal computer, a server, a touch terminal, or a network device, etc.) execute the method according to the embodiments of the present disclosure.
  • a computing device which may be a personal computer, a server, a touch terminal, or a network device, etc.

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Abstract

一种移动终端中的信息处理方法、装置、介质及电子设备。其中,该方法包括:响应作用于第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制第一游戏角色执行第一攻击控件对应的第一攻击操作(S101);响应作用于第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于目标选择控件的第三触控操作从至少一个游戏角色标识中确定一目标游戏角色标识,控制第一游戏角色以目标游戏角色标识对应的目标游戏角色为攻击目标执行第一攻击操作(S102)。

Description

移动终端中的信息处理方法、装置、介质及电子设备
本申请要求于2019年03月05日提交中国专利局,申请号为201910164444.1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
本公开涉及游戏技术领域,具体而言,涉及一种移动终端中的信息处理方法、移动终端中的信息处理装置,以及实现上述移动终端中的信息处理方法的计算机可读介质和电子设备。
背景技术
随着移动通信技术的发展,涌现出越来越多的移动终端游戏。在许多游戏中,游戏玩家需要选择目标操作对象(例如,选择目标攻击对象)。由于硬件条件和交互方式的限制,导致传统的PC端游戏中的大部分操控方式无法移植到移动终端游戏中,这也使得移动终端游戏和传统的PC端游戏在选择目标操作对象的操控方式大为不同。
其中,移动终端游戏为玩家带来的游戏体验有待提高。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的相关技术的信息。
发明内容
本公开实施例的目的在于提供一种移动终端中的信息处理方法、移动终端中的信息处理装置,以及实现上述移动终端中的信息处理方法的计算机可读介质和电子设备。
根据本公开实施例的第一方面,提供了一种移动终端中的信息处理方法,在所述移动终端中运行预设游戏的软件应用并在所述移动终端的显示屏中渲染得到图形用户界面,所述图形用户界面中包含第一游戏角色和第一攻击控件,上述方法包括:
响应作用于所述第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作;
响应作用于所述第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,控制所述第一游戏角色以所述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
在本公开的一些实施例,基于前述实施例,所述目标选择控件中所述至少一个游戏 角色标识为满足预设条件的第二游戏角色对应的游戏角色标识。
在本公开的一些实施例,基于前述实施例,所述满足预设条件的第二游戏角色,包括:根据所述第一游戏角色的位置确定的第二游戏角色。
在本公开的一些实施例,基于前述实施例,所述满足预设条件的第二游戏角色,包括:根据所述第一攻击操作的属性确定的第二游戏角色。
在本公开的一些实施例,基于前述实施例,所述第一触控操作为触控点击操作,所述第二触控操作为触控滑动操作,所述第三触控操作为与所述第二触控操作连续的触控滑动操作。
在本公开的一些实施例,基于前述实施例,所述根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,包括:
至少根据作用于所述目标选择控件的第三触控操作的触控点的位置从所述至少一个游戏角色标识中确定所述目标游戏角色标识。
在本公开的一些实施例,基于前述实施例,所述方法还包括:
若所述目标游戏角色满足预设锁定条件,响应作用于所述第一攻击控件的第四触控操作,控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第一攻击操作,其中,所述第四触控操作在时序上晚于所述第三触控操作。
在本公开的一些实施例,基于前述实施例,所述目标选择控件中的游戏角色标识呈环状排列。
在本公开的一些实施例,基于前述实施例,根据所述第二游戏角色的属性确定对应的所述游戏角色标识在所述目标选择控件中的位置。
在本公开的一些实施例,基于前述实施例,根据所述第二游戏角色的属性确定对应的所述游戏角色标识在所述目标选择控件中的操作响应区域的大小。
在本公开的一些实施例,基于前述实施例,所述目标选择控件的显示位置根据所述第一攻击控件的位置确定。
在本公开的一些实施例,基于前述实施例,所述目标选择控件的显示位置根据所述第二触控操作触控点的位置确定。
在本公开的一些实施例,基于前述实施例,所述图形用户界面中包含第二攻击控件,若所述目标游戏角色满足预设锁定条件,所述方法还包括:
在本公开的一些实施例,基于前述实施例,所述预设锁定条件包括:所述目标游戏角色对应的生命力指数大于零且未检测到切换触控操作。
在本公开的一些实施例,基于前述实施例,所述方法还包括:响应所述第三触控操作的结束动作,取消所述目标选择控件的显示。
在本公开的一些实施例,基于前述实施例,所述方法还包括:
在所述攻击目标处显示选中标识,和/或,在确定所述目标游戏角色标识之后,推送选中攻击目标的提醒,以提醒所述玩家成功选中攻击目标。
根据本公开实施例的第二方面,提供了一种移动终端中的信息处理装置,在所述移动终端中运行预设游戏的软件应用并在所述移动终端的显示屏中渲染得到图形用户界面,所述图形用户界面中包含第一游戏角色和第一攻击控件,所述装置包括:
第一响应模块,被配置为响应作用于所述第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作;
第二响应模块,被配置为响应作用于所述第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,控制所述第一游戏角色以所述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
根据本公开实施例的第三方面,提供了一种计算机可读介质,其上存储有计算机程序,所述程序被处理器执行时实现如上述实施例中第一方面所述的移动终端中的信息处理方法。
根据本公开实施例的第四方面,提供了一种电子设备,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时,使得所述一个或多个处理器实现如上述实施例中第一方面所述的移动终端中的信息处理方法。
应当理解的是,以上的一般描述和后文的细节描述仅是示例性和解释性的,并不能限制本公开。
附图说明
通过参照附图来详细描述其示例性实施例,本公开的上述和其它特征及优点将变得更加明显。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,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,还可以根据这些附图获得其他的附图。在附图中:
图1示出了根据本公开的实施例的移动终端中的信息处理方法的流程示意图;
图2示出了根据本公开实施例的图形用户界面的示意图;
图3示出了根据本公开另一实施例的移动终端中的信息处理方法的流程示意图;
图4示出了根据本公开又一实施例的移动终端中的信息处理方法的流程示意图;
图5示出了根据本公开实施例的移动终端中的信息处理装置的结构示意图;以及,
图6示出了适于用来实现本公开实施例的电子设备的计算机系统的结构示意图。
具体实施方式
现在将参考附图更全面地描述示例实施方式。然而,示例实施方式能够以多种形式实施,且不应被理解为限于在此阐述的范例;相反,提供这些实施方式使得本公开将更加全面和完整,并将示例实施方式的构思全面地传达给本领域的技术人员。
此外,所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施例中。在下面的描述中,提供许多具体细节从而给出对本公开的实施例的充分理解。然而,本领域技术人员将意识到,可以实践本公开的技术方案而没有特定细节中的一个或更多,或者可以采用其它的方法、组元、装置、步骤等。在其它情况下,不详细示出或描述公知方法、装置、实现或者操作以避免模糊本公开的各方面。
附图中所示的方框图仅仅是功能实体,不一定必须与物理上独立的实体相对应。即,可以采用软件形式来实现这些功能实体,或在一个或多个硬件模块或集成电路中实现这些功能实体,或在不同网络和/或处理器装置和/或微控制器装置中实现这些功能实体。
附图中所示的流程图仅是示例性说明,不是必须包括所有的内容和操作/步骤,也不是必须按所描述的顺序执行。例如,有的操作/步骤还可以分解,而有的操作/步骤可以合并或部分合并,因此实际执行的顺序有可能根据实际情况改变。
目前,在移动终端游戏中存在以下两种常见的选择目标操作对象的方式:
一、将游戏中的目标对象分为两大类,例如,第一类为NPC/小兵,第二类为其它游戏玩家控制的角色/英雄。游戏玩家点击攻击控件并向上滑动以自动选择并攻击第一类目标对象中的一个目标对象,点击攻击控件并向下滑动以自动选择并攻击第二目标对象中的一个目标对象。
二、在屏幕右下的攻击控件排布区域中显示多个攻击控件,当玩家控制的角色一定范围内出现可攻击的对象时,攻击控件排布区域附近显示该对象的小头像,玩家点击对应头像,角色会选择并攻击对应的目标。
然而,相关技术中基于移动终端的游戏中,选择攻击目标的过程中,相关控件将会占用移动终端有限的游戏界面,并造成对游戏中实时场景的遮挡。从而对玩家造成一定干扰,一定程度上影响玩家对战场的观察进而会分散玩家一定注意力在手指的操作上。图1示出了根据本公开的实施例的移动终端中的信息处理方法的流程示意图。本实施例提供的移动终端中的信息处理方法至少在一定程度上克服相关技术中移动终端中的信息处理方法存在的以上缺点。其中,本实施例提供的移动终端中的信息处理方法的执行主 体可以是具有计算处理功能的设备,比如移动终端、服务器等。并且,在上述移动终端中运行有预设游戏的软件应用并在上述移动终端的显示屏中渲染得到图形用户界面,上述图形用户界面中包含第一游戏角色和第一攻击控件。
参考图1,该实施例提供的移动终端中的信息处理方法,包括步骤S101和步骤S102。
在步骤S101中,响应作用于所述第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作。
在示例性的实施例中,上述第一攻击控件可以为游戏的图形用户界面中的攻击键。上述第一游戏角色可以为当前在上述移动终端登录的账号对应的游戏角色(即“当前玩家”)。上述第一攻击操作可以为当前玩家通过攻击键对“敌方游戏角色”实施的攻击。
在示例性的实施例中,攻击类游戏过程中,移动终端的用户手指一般会长时间的停留在“普攻键”处,以随时预备攻击敌方或正在攻击敌方。因此,将游戏中的普攻键(用于触发攻击的虚拟按钮,也称作攻击键等)作为可以触发目标选择机制的预设区域将大大节省用户手指的移动距离,有利于玩家快捷准确的选中攻击目标。同时,还有利于目标选择控件的尽快消失,从而缩短对游戏场景的遮挡时间,进而有利于提高用户的游戏体验。
在步骤S102中,响应作用于所述第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,控制所述第一游戏角色以所述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
在示例性的实施例中,上述第二触控操作不同于上述第一触控操作。这样,通过对同一攻击控件实施不同的触控操作,使得第一攻击操作对应的攻击目标确定的方式不同,使得游戏玩家可以主动地根据游戏战斗过程中的需要及时调整攻击目标选择方式,可以通过作用于第一攻击控件的第一触控操作根据预设的自动目标选择规则确定目标对象,还可以通过作用于第一攻击控件的第二触控操作以根据玩家的自动意愿来快速、连贯且精准地选择目标对象,为游戏玩家提供不同的攻击方式,游戏操作更加灵活,进而有利于提高玩家的游戏体验。
具体地,在一可选的实施例中,如图2示出的图形用户界面的示意图。参考图2,在步骤S101中通过第一触发操作触发上述普攻键时,将第一攻击操作对应的攻击目标为所有敌方游戏角色或者根据预设的自动目标选择规则从攻击范围内确定一敌方游戏角色,控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作,或者攻击范围21内的所有敌方游戏角色。在步骤S102中通过第二触发操作触发上述普攻键时,则显示出目标选择控件20,其中,目标选择控件20包含至少一个游戏角色标识(如:游戏 角色标识201、游戏角色标识202、游戏角色标识203、游戏角色标识204)。进一步地,根据作用于上述目标选择控件20的第三触控操作从上述至少一个游戏角色标识中确定一目标游戏角色标识,从而,控制上述第一游戏角色以上述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
示例性的,图2中游戏角色标识203与第一攻击操作的攻击范围21中的第二游戏角色213具有对应关系。当玩家通过目标选择控件20选择游戏角色标识203之后,则将游戏角色标识203作为目标游戏角色标识,以及将第二游戏角色213作为目标游戏角色。从而控制上述第一游戏角色以游戏角色标识203对应的第二游戏角色213为攻击目标执行上述第一攻击操作。
在示例性的实施例中,上述目标选择控件20的显示位置可以根据所述第二触控操作触控点的位置确定。例如,以第二触控操作的终止触控点所在位置显示上述目标选择控件20,假如目标选择控件20为圆形,则可以以第二触控操作的终止触控点作为其圆心。
在示例性的实施例中,上述目标选择控件20的显示位置还可以根据上述第一攻击控件的位置确定。例如,响应作用于上述第一攻击控件的第二触控操作,在距离上述第一攻击控件的预设距离处显示目标选择控件20,其中,上述预设距离具有上限值,或者,在优选的实施例中,可以在第一攻击控件所述位置显示目标选择控件。这样,可以使得目标选择控件显示在攻击控件的排布区别,减少目标选择控件对游戏画面的遮挡,同时以避免目标选择控件20的显示位置距离上述第一攻击控件距离大而导致玩家手指移动距离长的问题,从而,加快了选择攻击目标的速度,方便在第二触控操作之后通过呈环状排列的目标选择控件进行目标选择,使得操作更加连贯,避免战斗中错失攻击机会。
在示例性的实施例中,上述目标选择控件20中游戏角色标识为满足预设条件的第二游戏角色对应的游戏角色标识。也就是说,根据预设条件确定第二游戏角色,以将第二游戏角色显示至上述目标选择控件20中供玩家选择,并将选中的第二游戏角色作为攻击目标。本实施例中,是将满足预设条件的敌方游戏角色的标识显示在目标选择控件中供玩家选择,而非全部敌方游戏角色,从而在保证攻击目标选择准确性的前提下,减少目标选择控件中标识个数,从而减少占用移动终端有限的屏幕显示面积,避免较多数量的游戏角色图像对游戏场景的遮挡,从而有利于进一步提高用户的游戏体验。
示例性的,上述预设条件可以与第一游戏角色的位置相关。从而,上述满足预设条件的第二游戏角色为:以上述第一游戏角色所在位置为圆心,以预设半径值的圆形范围内的游戏角色。可以理解的是,上述圆形范围可以根据第一游戏角色的移动而移动。也就是说,当敌方游戏角色与上述第一游戏角色之间的距离小于上述预设半径值时,此敌方游戏角色对应的游戏角色标识均可以显示在目标选择控件20中,玩家可以在目标选择 控件20中选择敌方游戏角色作为目标游戏角色为攻击目标执行所述第一攻击操作。从而,玩家可以优先选择距离其较近(威胁程度较高)的敌方游戏角色作为攻击目标,准确快速地对其进行攻击,从而使得游戏操作更加灵活高效,进而有利于提高玩家的游戏体验。
示例性的,上述预设条件还可以与第一攻击操作的属性相关,根据第一攻击操作的属性确定第一攻击操作对应的攻击范围。从而,上述满足预设条件的第二游戏角色为:在第一攻击操作对应的攻击范围内的游戏角色。也就是说,当敌方游戏角色在第一攻击操作对应的攻击范围内时,此敌方游戏角色对应的游戏角色标识均可以显示在目标选择控件20中。玩家可以在目标选择控件20中选择敌方游戏角色作为目标游戏角色为攻击目标执行所述第一攻击操作。通过对攻击范围内的敌方游戏角色进行针对性地攻击,有利于提高攻击成功率,使得游戏操作更加灵活高效,有利于提高玩家的游戏体验。
在示例性的实施例中,多个游戏角色标识在上述目标选择控件20中所占的位置可以根据上述不同的第二游戏角色的属性(如,游戏角色在类型、血量等)确定。例如,目标选择控件20中的多个游戏角色标识按照血量值由大到小的顺序排列。又例如,预先设定的游戏角色的类型的顺序,目标选择控件20中的多个游戏角色标识按照上述预设的类型属性显示。从而,提高了玩家进行攻击时攻击对象的选择便利性,有利于提高玩家的游戏体验。
在示例性的实施例中,多个游戏角色标识在上述目标选择控件20中所占的操作响应区域大小根据上述不同的第二游戏角色的属性(如,游戏角色在类型、血量等)确定。游戏角色标识的操作响应区域可以等于游戏角色标识的显示区域,也可以大于游戏角色的显示区域。例如,对于血量小的或者预设特定类型的游戏角色,其在目标选择控件中的操作响应区域大,这样,玩家就更容易选中该角色,以进一步地提高玩家进行攻击时攻击对象的选择便利性。
在示例性的实施例中,上述第一触控操作为触控点击操作,如,以点击普攻键的方式攻击敌方游戏角色或攻击范围21内的所有敌方游戏角色或者根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作。上述第二触控操作为触控滑动操作,如,以滑动普攻键的方式触发显示目标选择控件20。
在示例性的实施例中,上述第一触控方式和第二触控方式还可以是还可以存在其它实施方式(例如,分别是轻按和重按,或分别是点击和长按等)。需注意的是,由于第一触控方式和第二触控方式均作用域上述第一触发控件上,因此,只要第一触控方式不同于第二触控方式,从而通过对同一触发空间实施不同的触控操作,使得第一攻击操作对应的攻击目标不同。达到为游戏玩家提供多种攻击方式的技术效果,使得游戏操作更 加灵活,进而提高玩家的游戏体验。
在示例性的实施例中,通过第二触发操作实现显示目标选择控件20之后,通过第三触控操作在目标选择控件中选择目标游戏角色标识。其中,上述第三触发操作为与上述第二触控操作连续的触控滑动操作。通过连续的触控滑动操作在目标选择控件中选择目标游戏角色标识,有利于减少玩家手指的动作(如:抬离屏幕、再次触控屏幕等)。从而使得玩家通过连贯的手指动作完成对目标攻击对象的选择,有利于提高选择准确性以及快捷性。
相比于相关技术中攻击目标的操作方式,在本公开可选实施例提供的技术方案中,所述目标选择控件的显示位置根据所述第一攻击控件的位置确定,或者,所述目标选择控件的显示位置根据所述第二触控操作触控点的位置确定,这样,可以将目标选择控件显示在攻击控件的排布区域(例如,在一些游戏中,屏幕的右下角排布有多个技能攻击控件和一个普通攻击控件),有利于减少占用移动终端有限的屏幕显示面积,避免较大的游戏角色图像对游戏场景的遮挡,从而有利于进一步提高用户的游戏体验。在可选的实施例中,所述目标选择控件中的游戏角色标识呈环状排列,这样可以方便在第二触控操作之后通过呈环状排列的目标选择控件进行目标选择,使得操作更加连贯,避免战斗中错失攻击机会。
在示例性的实施例中,参考图2,通过上述第二触发操作作用于第一触发控件后,显示包含至少一个游戏角色标识(例如,图像标识、文字标识等)的目标选择控件20。在此时实例中,为便于玩家手指的移动,以上述第二触发操作的终止触控点200作为目标选择控件20的显示中心,显示轮盘式目标选择控件20。即目标选择控件20中第二游戏角色对应的游戏角色标识呈环状排列,每个第二游戏角色对应的游戏角色标识呈现为扇形(如:游戏角色标识201-游戏角色标识204对应于4个第二游戏角色)。在示例性的实施例中,步骤S102中根据第三触控操作确定目标游戏角色标识的具体实施方式可以是:至少根据作用于目标选择控件20的第三触控操作的触控点的位置从所述至少一个游戏角色标识中确定所述目标游戏角色标识。
示例性的,从显示上述目标选择控件20其的预设时长(如,0.5秒)时,玩家手指通过第三触控操作的触控点在的游戏角色标识201。则说明玩家选择的攻击目标为与游戏角色标识201之间具有映射关系的第二游戏角色211。也就是说,目标游戏角色标识为第二游戏角色211对应的游戏标识。示例性的,选中指示器22显示在被选中的第二游戏角色211处,用于告知玩家虚拟元素211已经被选中。或者,通过推送选中攻击目标的提醒,以提醒所述玩家成功选中攻击目标。
示例性的,从显示上述目标选择控件20其的预设时长(如,0.5秒)时,玩家手指 通过第三触控操作的触控点在的游戏角色标识204,且玩家手指在游戏角色标识204的触控时长大于另一预设时长(如,0.2秒)。则说明玩家选择的攻击目标为与游戏角色标识204之间具有映射关系的第二游戏角色214。也就是说,目标游戏角色标识为第二游戏角色214对应的游戏标识。
示例性的,从显示上述目标选择控件20其的预设时长(如,0.5秒)时,玩家手指通过第三触控操作的触控点在的游戏角色标识202,且玩家手指在游戏角色标识202的触控产生的压力大于预设压力值(如,100帕)。则说明玩家选择的攻击目标为与游戏角色标识202之间具有映射关系的第二游戏角色212。也就是说,目标游戏角色标识为第二游戏角色212对应的游戏标识。
通过以上不同的确定目标游戏角色标识的方式有利于提高攻击目标的准确性,可以避免玩家误操作引起的无效攻击,从而有利于提供玩家的游戏体验。
在示例性的实施例中,图3示出了根据本公开另一实施例的移动终端中的信息处理方法的流程示意图,其中,该图所示方法在步骤S102之后执行。参考图3,该方法包括步骤S301至步骤S307。
在步骤S301中,判断所述目标游戏角色是否满足预设锁定条件。
在示例性的实施例中,上述预设锁定条件包括所述目标游戏角色对应的生命力指数大于零且未检测到切换触控操作。
若步骤S301的判断结果为:所述目标游戏角色满足预设锁定条件,则执行步骤S302和步骤S303。
在步骤S302中,响应作用于所述第一攻击控件的第四触控操作,控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第一攻击操作。也就是说,当前目标游戏角色未死亡的状态下,且玩家未对攻击目标进行切换的情况下,控制所述第一游戏角色以当前目标游戏角色为攻击目标执行所述第一攻击操作。
在步骤S303中,响应于所述第三触控操作的结束动作,取消所述目标选择控件的显示。示例性的,上述第三触发操作为与上述第二触控操作连续的触控滑动操作,则上述第三触控操作的结束动作可以是第三触控操作中玩家手机离开屏幕的动作。示例性的,在与上述第二触控操作连续的触控滑动操作(第三触发操作)滑动至目标角色标识后,第三触发操作还包括长按操作,则上述第三触控操作的结束动作还可以设置为:玩家手指通过第三触控操作的长按操作在屏幕上的预设按压时长,在此预设按压时长结束时即为第三触控操作的结束动作。如,在与上述第二触控操作连续的触控滑动操作(第三触发操作)滑动至目标角色标识后,玩家手指通过第三触控操作的长按操作在屏幕上的按压,当按压时长达到预设按压时长(如,2秒)时,取消所述目标选择控件的显示。
若步骤S301的判断结果为:所述目标游戏角色未满足预设锁定条件,则执行步骤S304至步骤S307。
在步骤S304中,检测是否获取到切换触控操作。
在示例性的实施例中,上述切换触控操作可以是:上述切换触发操作可以是与上述第三触控操作连续的触控滑动操作。参考图2,当玩家通过第三触控操作231成功选中目标选择控件20中的游戏角色标识201(第一目标游戏角色标识),此时,选中指示器22显示在游戏角色标识201对应的目标游戏角色211处。进一步地,玩家以与上述第三触控操作231连续的触控滑动操作232(例如,以上述第三触控操作231的终点作为触控滑动操作232的起点的触控操作)。则获取触控滑动操作232的终点在目标选择控件20中对应的游戏角色标识202作为第二目标游戏角色标识。目标游戏角色由211切换为212,从而完成对目标游戏角色的切换。此时,选中指示器22’显示在游戏角色标识202对应的目标游戏角色212处。
进一步地,若步骤S304的判断结果为:检测结果为获取到切换触控操作,则执行步骤S305和步骤S306。若步骤S304的判断结果为:检测结果为未获取到切换触控操作,则执行步骤S307。
在步骤S305中,根据所述却换触控操作切换攻击目标,并控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第一攻击操作。也就是说,玩家将攻击目标进行切换的情况下,则不再锁定当前目标游戏角色为攻击目标,而是将目标更新为切换后的目标游戏角色。
在步骤S306中,响应于所述切换触控操作的结束动作,取消所述目标选择控件的显示。示例性的,上述切换触发操作可以是与上述第三触控操作连续的触控滑动操作,则上述切换触控操作的结束动作可以是切换触控操作中玩家手机离开屏幕的动作。示例性的,在与上述第三触控操作连续的触控滑动操作(即切换触发操作)滑动至下一个目标角色标识后,切换触发操作还包括长按操作,则上述切换触控操作的结束动作还可以设置为:玩家手指通过切换触控操作的长按操作在屏幕上的预设按压时长,在此预设按压时长结束时即为切换触控操作的结束动作。如,在与上述第三触控操作连续的触控滑动操作(即切换触发操作)滑动至下一个目标角色标识后,玩家手指通过切换触控操作的长按操作在屏幕上的按压,当按压时长达到预设按压时长(如,2.5秒)时,取消所述目标选择控件的显示。
在步骤S307中,取消所述目标选择控件的显示。也就是说,当攻击目标不再锁定为当前目标游戏角色,且又未检测到切换触控操作,则直接取消所述目标选择控件的显示。以尽量减少目标选择空间对图像用户界面的遮挡。
图4示出了根据本公开又一实施例的移动终端中的信息处理方法的流程示意图。本实施例是在上述各个实施例的基础上进行的。具体的,本实施例中,在上述移动终端中运行有预设游戏的软件应用并在上述移动终端的显示屏中渲染得到图形用户界面,上述图形用户界面中除了包含第一游戏角色和第一攻击控件之外,还包含:第二攻击控件。
参考图4,该实施例提供的移动终端中的信息处理方法,包括步骤S401-步骤S403。
其中,在示意性的实施例中,步骤S401的具体实施方式分别与步骤S101的具体实施方式相同,步骤S402的具体实施方式分别与步骤S102的具体实施方式相同,在此不再赘述。
在步骤S403中,若所述目标游戏角色满足预设锁定条件,响应作用于所述第二攻击控件的第五触控操作,控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第二攻击控件对应的第二攻击操作。其中,所述第五触控操作在时序上晚于所述第三触控操作。
在示意性的实施例中,判断所述目标游戏角色是否满足预设锁定条件的具体实施方式与步骤S301的具体实施方式相同。
在示意性的实施例中,在目标游戏角色满足预设锁定条件的情况下,玩家可以以第五触控操作(如,点击、双击、长按等操作)作用于图形用户界面的第二攻击控件上,则控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第二攻击控件对应的第二攻击操作。也就是说,玩家选中一目标游戏角色之后,可以对此目标游戏角色依次实施多种攻击操作。
示例性的,上述第一攻击控件对应的攻击操作为狙击枪攻击,上述第二攻击控件对应的攻击操作为步枪攻击。玩家根据游戏场景的实时变化,先通过第一攻击控件对应的狙击枪攻击目标游戏角色,并可以在目标游戏角色锁定的情况下,再通过第二攻击控件对应的步枪对此目标游戏角色进行攻击。
在示例性的实施例中,无论是执行第二攻击控件对应的第二攻击操作(如,步骤S102中),还是执行第二攻击控件对应的第二攻击操作(如,步骤S403中),在距离攻击目标的预设距离内为攻击操作的自动吸附范围。也就是说,攻击操作对应的技能指示器到达自动吸附范围内后,攻击操作对应的技能指示器将自动吸附至攻击目标上,对攻击目标进行攻击操作。从而,能够帮助玩家更加准确的释放技能,还可以以一种较为隐蔽的方式辅助玩家释放技能,在一定程度上提升技能释放的体验。另外,可以降低技能释放过程中出现的操作失误,提升玩家的游戏体验。
在示例性的实施例中,当玩家以滑动的触控方式选择攻击目标时,上述攻击操作对应的技能指示器朝向攻击目标的移动路线,与玩家手指滑动的路线存在相对映射关系。 具体的,玩家手指的滑动距离*k=技能指示器移动距离。其中,k为此次操作中的相对映射系数。从而,技能指示器智能施法锁定解除后的跳变问题,从而提升玩家在游戏过程中的体验。同时,将技能指示器与玩家手指滑动的绝对映射关系改为相对映射关系,消除原有方式与心理认知模型不一致而导致的操作失误等问题。
以下介绍本公开的装置实施例,可以用于执行本公开上述的移动终端中的信息处理方法。
图5示出了根据本公开实施例的移动终端中的信息处理装置的结构示意图。其中,在所述移动终端中运行预设游戏的软件应用并在所述移动终端的显示屏中渲染得到图形用户界面,所述图形用户界面中包含第一游戏角色和第一攻击控件。
参考图5,上述移动终端中的信息处理装置500,包括:第一响应模块501和第二响应模块502。
其中,上述第一响应模块501,被配置为:
响应作用于所述第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作;以及,
上第二响应模块502,被配置为:
响应作用于所述第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,控制所述第一游戏角色以所述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
在本公开的一些实施例,基于前述实施例,所述目标选择控件中所述至少一个游戏角色标识为满足预设条件的第二游戏角色对应的游戏角色标识。
在本公开的一些实施例,基于前述实施例,所述满足预设条件的第二游戏角色,包括:根据所述第一游戏角色的位置确定的第二游戏角色。
在本公开的一些实施例,基于前述实施例,所述满足预设条件的第二游戏角色,包括:根据所述第一攻击操作的属性确定的第二游戏角色。
在本公开的一些实施例,基于前述实施例,所述第一触控操作为触控点击操作,所述第二触控操作为触控滑动操作,所述第三触控操作为与所述第二触控操作连续的触控滑动操作。
在本公开的一些实施例,基于前述实施例,上述第一响应模块502,具体被配置为:
至少根据作用于所述目标选择控件的第三触控操作的触控点的位置从所述至少一个游戏角色标识中确定所述目标游戏角色标识。
在本公开的一些实施例,基于前述实施例,上述移动终端中的信息处理装置500还 包括:持续攻击操作模块503;
上述持续攻击操作模块503,被配置为:若所述目标游戏角色满足预设锁定条件,响应作用于所述第一攻击控件的第四触控操作,控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第一攻击操作,其中,所述第四触控操作在时序上晚于所述第三触控操作。
在本公开的一些实施例,基于前述实施例,所述目标选择控件中的游戏角色标识呈环状排列。
在本公开的一些实施例,基于前述实施例,根据所述第二游戏角色的属性确定对应的所述游戏角色标识在所述目标选择控件中的位置。
在本公开的一些实施例,基于前述实施例,根据所述第二游戏角色的属性确定对应的所述游戏角色标识在所述目标选择控件中的操作响应区域的大小。
在本公开的一些实施例,基于前述实施例,所述目标选择控件的显示位置根据所述第一攻击控件的位置确定。
在本公开的一些实施例,基于前述实施例,所述目标选择控件的显示位置根据所述第二触控操作触控点的位置确定。
在本公开的一些实施例,基于前述实施例,所述图形用户界面中包含第二攻击控件,上述移动终端中的信息处理装置500还包括:切换攻击操作模块504;
上述切换攻击操作模块504被配置为:若所述目标游戏角色满足预设锁定条件,响应作用于所述第二攻击控件的第五触控操作,控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第二攻击控件对应的第二攻击操作,其中,所述第五触控操作在时序上晚于所述第三触控操作。
在本公开的一些实施例,基于前述实施例,所述预设锁定条件包括:所述目标游戏角色对应的生命力指数大于零且未检测到切换触控操作。
在本公开的一些实施例,基于前述实施例,上述移动终端中的信息处理装置500还包括:取消显示模块505;
上述取消显示模块505被配置为:响应所述第三触控操作的结束动作,取消所述目标选择控件的显示。
在本公开的一些实施例,基于前述实施例,上述移动终端中的信息处理装置500还包括:选中提醒模块506;
上述选中提醒模块506被配置为:在所述攻击目标处显示选中标识,和/或,在确定所述目标游戏角色标识之后,推送选中攻击目标的提醒,以提醒所述玩家成功选中攻击目标。
由于本公开的示例实施例的移动终端中的信息处理装置的各个功能模块与上述移动终端中的信息处理方法的示例实施例的步骤对应,因此对于本公开装置实施例中未披露的细节,请参照本公开上述的移动终端中的信息处理方法的实施例。
下面参考图6,其示出了适于用来实现本公开实施例的电子设备的计算机系统600的结构示意图。图6示出的电子设备的计算机系统600仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。
如图6所示,计算机系统600包括中央处理单元(CPU)601,其可以根据存储在只读存储器(ROM)602中的程序或者从存储部分608加载到随机访问存储器(RAM)603中的程序而执行各种适当的动作和处理。在RAM 603中,还存储有系统操作所需的各种程序和数据。CPU 601、ROM 602以及RAM 603通过总线604彼此相连。输入/输出(I/O)接口605也连接至总线604。
以下部件连接至I/O接口605:包括键盘、鼠标等的输入部分606;包括诸如阴极射线管(CRT)、液晶显示器(LCD)等以及扬声器等的输出部分607;包括硬盘等的存储部分608;以及包括诸如LAN卡、调制解调器等的网络接口卡的通信部分609。通信部分609经由诸如因特网的网络执行通信处理。驱动器610也根据需要连接至I/O接口605。可拆卸介质611,诸如磁盘、光盘、磁光盘、半导体存储器等等,根据需要安装在驱动器610上,以便于从其上读出的计算机程序根据需要被安装入存储部分608。
特别地,根据本公开的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本公开的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分609从网络上被下载和安装,和/或从可拆卸介质611被安装。在该计算机程序被中央处理单元(CPU)601执行时,执行本申请的系统中限定的上述功能。
需要说明的是,本公开所示的计算机可读介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读存储介质例如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑磁盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本公开中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。而在本公开中,计算机可读的信号介质可以 包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读的信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算机可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:无线、电线、光缆、RF等等,或者上述的任意合适的组合。
附图中的流程图和框图,图示了按照本公开各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上,流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,上述模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图或流程图中的每个方框、以及框图或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。
描述于本公开实施例中所涉及到的单元可以通过软件的方式实现,也可以通过硬件的方式来实现,所描述的单元也可以设置在处理器中。其中,这些单元的名称在某种情况下并不构成对该单元本身的限定。
作为另一方面,本申请还提供了一种计算机可读介质,该计算机可读介质可以是上述实施例中描述的电子设备中所包含的;也可以是单独存在,而未装配入该电子设备中。上述计算机可读介质承载有一个或者多个程序,当上述一个或者多个程序被一个该电子设备执行时,使得该电子设备实现如上述实施例中所述的移动终端中的信息处理方法。
例如,所述的电子设备可以实现如图1中所示的:步骤S101响应作用于所述第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作;步骤S102,响应作用于所述第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,控制所述第一游戏角色以所述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
又如,所述的电子设备可以实现如图3或图4所示的各个步骤。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多 模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、触控终端、或者网络设备等)执行根据本公开实施方式的方法。
本领域技术人员在考虑说明书及实践这里公开的内容后,将容易想到本公开的其它实施方案。本申请旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由下面的权利要求指出。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限制。

Claims (19)

  1. 一种移动终端中的信息处理方法,其中,在所述移动终端中运行预设游戏的软件应用并在所述移动终端的显示屏中渲染得到图形用户界面,所述图形用户界面中包含第一游戏角色和第一攻击控件,所述方法包括:
    响应作用于所述第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作;
    响应作用于所述第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,控制所述第一游戏角色以所述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
  2. 根据权利要求1所述的方法,其中,所述目标选择控件中所述至少一个游戏角色标识为满足预设条件的第二游戏角色对应的游戏角色标识。
  3. 根据权利要求2所述的方法,其中,所述满足预设条件的第二游戏角色,包括:根据所述第一游戏角色的位置确定的第二游戏角色。
  4. 根据权利要求2所述的方法,其中,所述满足预设条件的第二游戏角色,包括:根据所述第一攻击操作的属性确定的第二游戏角色。
  5. 根据权利要求1所述的方法,其中,所述第一触控操作为触控点击操作,所述第二触控操作为触控滑动操作,所述第三触控操作为与所述第二触控操作连续的触控滑动操作。
  6. 根据权利要求5所述的方法,其中,所述根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,包括:
    至少根据作用于所述目标选择控件的第三触控操作的触控点的位置从所述至少一个游戏角色标识中确定所述目标游戏角色标识。
  7. 根据权利要求1所述的方法,其中,所述方法还包括:
    若所述目标游戏角色满足预设锁定条件,响应作用于所述第一攻击控件的第四触控操作,控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第一攻击操作,其中,所述第四触控操作在时序上晚于所述第三触控操作。
  8. 根据权利要求1所述的方法,其中,所述目标选择控件中的游戏角色标识呈环状排列。
  9. 根据权利要求3或4所述的方法,其中,根据所述第二游戏角色的属性确定对应的所述游戏角色标识在所述目标选择控件中的位置。
  10. 根据权利要求3或4所述的方法,其中,根据所述第二游戏角色的属性 确定对应的所述游戏角色标识在所述目标选择控件中的操作响应区域的大小。
  11. 根据权利要求1所述的方法,其中,所述目标选择控件的显示位置根据所述第一攻击控件的位置确定。
  12. 根据权利要求1所述的方法,其中,所述目标选择控件的显示位置根据所述第二触控操作触控点的位置确定。
  13. 根据权利要求1所述的方法,其中,所述图形用户界面中包含第二攻击控件,所述方法还包括:
    若所述目标游戏角色满足预设锁定条件,响应作用于所述第二攻击控件的第五触控操作,控制所述第一游戏角色以所述目标游戏角色为攻击目标执行所述第二攻击控件对应的第二攻击操作,其中,所述第五触控操作在时序上晚于所述第三触控操作。
  14. 根据权利要求7或13所述的方法,其中,所述预设锁定条件包括:所述目标游戏角色对应的生命力指数大于零且未检测到切换触控操作。
  15. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应所述第三触控操作的结束动作,取消所述目标选择控件的显示。
  16. 根据权利要求1所述的方法,其中,所述方法还包括:
    在所述攻击目标处显示选中标识,和/或,
    在确定所述目标游戏角色标识之后,推送选中攻击目标的提醒,以提醒玩家成功选中攻击目标。
  17. 一种移动终端中的信息处理装置,其中,在所述移动终端中运行预设游戏的软件应用并在所述移动终端的显示屏中渲染得到图形用户界面,所述图形用户界面中包含第一游戏角色和第一攻击控件,所述装置包括:
    第一响应模块,用于响应作用于所述第一攻击控件的第一触控操作,根据预设的自动目标选择规则控制所述第一游戏角色执行所述第一攻击控件对应的第一攻击操作;
    第二响应模块,用于响应作用于所述第一攻击控件的第二触控操作,显示包含至少一个游戏角色标识的目标选择控件,并根据作用于所述目标选择控件的第三触控操作从所述至少一个游戏角色标识中确定一目标游戏角色标识,控制所述第一游戏角色以所述目标游戏角色标识对应的目标游戏角色为攻击目标执行所述第一攻击操作。
  18. 一种计算机可读介质,其上存储有计算机程序,其中,所述程序被处理器执行时实现如权利要求1至16中任一项所述的移动终端中的信息处理方法。
  19. 一种电子设备,其中,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时,使得所述一个或多个处理器实现如权利要求1至16中任一项所述的移动终端中的信息处理方法。
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