WO2020181867A1 - 游戏对象的选择方法及装置 - Google Patents
游戏对象的选择方法及装置 Download PDFInfo
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- WO2020181867A1 WO2020181867A1 PCT/CN2019/125289 CN2019125289W WO2020181867A1 WO 2020181867 A1 WO2020181867 A1 WO 2020181867A1 CN 2019125289 W CN2019125289 W CN 2019125289W WO 2020181867 A1 WO2020181867 A1 WO 2020181867A1
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- Prior art keywords
- game
- game object
- objects
- indicator
- selection
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input 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
- A63F13/2145—Input 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- This application relates to the field of game technology, and in particular to a method and device for selecting game objects.
- game players need to select one or more operation objects to perform corresponding virtual behavior actions, for example, select one or more target attack objects, and select one or more target controlled objects.
- operation objects for example, select one or more target attack objects, and select one or more target controlled objects.
- the embodiment of the present application provides a method and device for selecting a game object.
- an embodiment of the present application provides a method for selecting a game object
- the graphical user interface includes a first display area and a second display area, the first display area includes at least part of a game scene, and is characterized in that it includes:
- a first preset number of first game object indicators are displayed in the object selection control, wherein the first game object indicators correspond to different game objects ;
- a second preset number of second game object indicators are displayed in the object selection control, and the second game object indicators correspond to different types of game objects .
- the method further includes:
- a third preset number of the first game object indicators are displayed in the object selection control.
- the method further includes:
- the game object of the type corresponding to the second game object indicator is selected.
- the first game object indicator includes first information, wherein the first information is used to indicate a preset attribute of the game object;
- the second game object indicator includes second information and third information, wherein the second information is used to indicate the type of the corresponding game object, and the third information is used to indicate the type of the corresponding game object. The number of selected game objects in the type.
- selecting the game object corresponding to the first game object indicator includes:
- selecting the game object of the type corresponding to the second game object indicator includes :
- the method further includes:
- the obtaining a cancel operation triggered by operating the first game object indicator includes:
- the method further includes:
- the object selection control is deleted on the graphical user interface.
- the selecting multiple game objects in the game scene in response to an object selection operation acting on the first display area of the graphical user interface includes:
- the displaying an object selection control in the second display area of the graphical user interface includes:
- an object selection control is displayed on the second display area of the graphical user interface.
- an embodiment of the present application provides a device for selecting a game object, which is applied to a terminal capable of rendering a graphical user interface.
- the graphical user interface includes a first display area and a second display area. Contains at least part of the game scene, which is characterized by including:
- the selection module is configured to select multiple game objects in the game scene in response to an object selection operation acting on the first display area of the graphical user interface;
- a display module configured to display an object selection control in the second display area of the graphical user interface
- a first preset number of first game object indicators are displayed in the object selection control, wherein the first game object indicators correspond to different game objects ;
- a second preset number of second game object indicators are displayed in the object selection control, and the second game object indicators correspond to different types of game objects .
- the display module is further configured to:
- a third preset number of the first game object indicators are displayed in the object selection control.
- the selection module is further used for:
- the game object of the type corresponding to the second game object indicator is selected.
- the first game object indicator includes first information, wherein the first information is used to indicate a preset attribute of the game object;
- the second game object indicator includes second information and third information, wherein the second information is used to indicate the type of the corresponding game object, and the third information is used to indicate the type of the corresponding game object. The number of selected game objects in the type.
- the selection module is specifically configured to:
- the selection module is specifically configured to:
- the method further includes: a cancellation module;
- the cancellation module is configured to obtain a cancellation operation triggered by operating the first game object indicator
- the cancellation module is specifically configured to:
- the selection module is further used for:
- the object selection control is deleted on the graphical user interface.
- the selection module is specifically configured to:
- the selection module is specifically configured to:
- an object selection control is displayed on the second display area of the graphical user interface.
- an embodiment of the present application provides a device for selecting a game object, including:
- Memory used to store programs
- the processor is configured to execute the program stored in the memory, and when the program is executed, the processor is configured to execute the method described in the above first aspect and any of the various possible designs of the first aspect.
- an embodiment of the present application provides a computer-readable storage medium, including instructions, which when run on a computer, cause the computer to execute the above-mentioned first aspect and any of the various possible designs of the first aspect method.
- Fig. 1 is a first flowchart of a method for selecting a game object provided by one of the embodiments of the application;
- FIG. 2 is a second flowchart of a method for selecting a game object provided by one of the embodiments of this application;
- FIG. 3 is a schematic diagram 1 of an interface of a method for selecting a game object provided by an embodiment of this application;
- FIG. 4 is a second schematic diagram of an interface of a method for selecting a game object provided by one of the embodiments of this application;
- FIG. 5 is a third schematic diagram of an interface of a method for selecting a game object provided by an embodiment of this application.
- FIG. 6 is a fourth schematic diagram of an interface of a method for selecting a game object provided by one of the embodiments of this application;
- FIG. 7 is a third flowchart of a method for selecting a game object provided by one of the embodiments of this application.
- FIG. 8 is a schematic diagram 5 of an interface of a method for selecting a game object provided by one of the embodiments of this application;
- FIG. 9 is a fourth flowchart of a method for selecting a game object provided by one of the embodiments of this application.
- FIG. 10 is a sixth schematic diagram of an interface of a method for selecting a game object provided by one of the embodiments of this application;
- FIG. 11 is a seventh schematic diagram of an interface of a method for selecting a game object provided by one of the embodiments of this application;
- FIG. 12 is a first structural diagram of a device for selecting game objects provided by one of the embodiments of this application.
- FIG. 13 is a second structural diagram of a game object selection device provided by one of the embodiments of the application.
- FIG. 14 is a schematic diagram of the hardware structure of a game object selection device provided by one of the embodiments of this application.
- Fig. 1 is a first flowchart of a method for selecting a game object provided by an embodiment of the application. As shown in Figure 1, the method includes:
- a graphical user interface refers to a computer operating user interface displayed in a graphical manner, which allows players to use an input device to manipulate icons or menu controls on the screen.
- the input device may be a mouse, for example, a touch screen, etc., in this embodiment
- the player interacts with the client or server by operating through the graphical user interface.
- the object selection operation includes a sliding touch operation to determine the selection operation of multiple game objects.
- a closed sliding track such as a circle, a rectangle, etc.
- Shape trajectory, or other irregular closed shape trajectory and select multiple game objects according to the closed sliding trajectory; it is also possible to use non-closed sliding trajectories (for example, determine the diagonal of a rectangle according to the start and end points of the sliding trajectory) , And determine a rectangle according to the preset aspect ratio, or determine the diameter according to the start and end points of the sliding track, and determine a circle according to the diameter) determine a closed area, and select multiple game objects according to the closed area. In this way, multiple game objects can be selected conveniently and quickly.
- the graphical user interface includes a first display area and a second display area, where the first display area includes at least part of the game scene, and the second display area may include, for example, a game menu, or may also include controls corresponding to the game. Etc.
- the second display area is not limited here.
- the second display area may be stacked and displayed above the first display area.
- the first display area may be located on the left side of the graphical user interface, and the second display area may be located on the left side of the graphical user interface.
- the display area is located on the right side of the graphical user interface, and the embodiment of the present application does not particularly limit the specific implementation of the first display area and the second display area.
- an input device for example, a touch operation medium
- the object selection operation may be, for example, triggering the first display.
- the selection control on the area specifically, can be triggered by clicking, or long pressing, to control the first display area to enter the selection mode.
- the selection operation is used to select the object.
- the click operation on the first display area may be obtained to select the object.
- the object selection operation can also be, for example, by double-clicking the input device to control the first display area to enter the selection mode, and then select the object in the selection mode.
- the object selection operation can also be, for example, clicking one by one to be selected.
- the game object for example, can also be an input box of any shape on the graphical user interface through an input device to perform a selection operation.
- the embodiment of the present application does not specifically limit the specific implementation of the object selection operation.
- objects are performed on the graphical user interface. The selected operations all belong to the protection scope of the embodiments of the present application.
- multiple game objects in the game scene are selected, and the selected multiple game objects at least contain what the player wants to select Objects, further, because in some games (for example, RTS games), the distribution of game objects in the game scene is denser (especially in mobile terminals), so the selected game objects may include selections due to misoperation The player does not want to choose the object.
- some games for example, RTS games
- the distribution of game objects in the game scene is denser (especially in mobile terminals)
- the selected game objects may include selections due to misoperation The player does not want to choose the object.
- S102 Display an object selection control in the second display area of the graphical user interface.
- the object selection control is displayed on the second display area of the graphical user interface according to the related information of the selected game object.
- the object selection control may be displayed on the graphical user interface, for example.
- the upper right corner of, for example, may also be displayed in the center position of the graphical user interface.
- the embodiment of the present application does not particularly limit the display position of the object selection control.
- the object selection control is used to display related information of the selected game object, where the related information of the object may be, for example, graphics or file indication information of the selected game object (for example, avatar/icon indication information, name indication information) It can also be, for example, the number of selected game objects, blood volume, or game economy, which is not limited in this embodiment.
- the information of the object may include content such as text, numbers, letters, or pictures.
- This embodiment does not specifically limit the implementation of displaying the information of the object in the object selection control.
- the icon of the selected game object may be displayed on the object selection control, and the HP of the selected game object may be displayed under the icon of the selected game object.
- the name of the selected game object may be displayed.
- the number of selected game objects is displayed above the logo.
- the embodiment of the application does not specifically limit the information of the object displayed by the object selection control and the specific manner of display. Those skilled in the art can understand that the specific implementation of the object selection control The way can be designed as required.
- the information of the object will also be displayed in the display control.
- a first preset number of first game object indicators are displayed in the object selection control, where the first game object indicators correspond to different game objects.
- the first preset number is less than or equal to the number of selected game characters.
- a first preset number of first game object indications are displayed in the object selection control
- the first preset number is the number corresponding to the game object selected by the player.
- the embodiment of the present application does not limit the specific value of the first preset number.
- the first game object indicator corresponds to each different game object selected by the player through the object selection operation.
- the first game object indicator may include the name or icon of the game object selected by the player, for example, and may also include For the blood volume of the game object selected by the player, etc., the embodiment of this application does not limit the specific implementation of the first game object indicator.
- the first preset number of first game object indicators may be displayed in the object selection control in a row, for example, and may also be displayed in the object selection control in a column.
- the embodiment of the application indicates the first game object
- the specific display mode of the monitor is not limited.
- the fourth touch operation and the fifth touch operation may be different from the second touch operation and the third touch operation.
- a second preset number of second game object indicators are displayed in the object selection control, and the second game object indicators correspond to different types of game objects.
- the second preset number is less than or equal to the number of types of selected game characters.
- the multiple game objects are game objects of different types. For example, the player selects “Long Soldier”, “Infantry” and “Artillery” through the object selection operation. At this time, the selected game objects correspond to different types, and the second preset number of second game object instructions are displayed in the object selection control
- the second preset number is the number of types corresponding to the game object selected by the player, and the value of the second preset number is not specifically limited here.
- the second game object indicator corresponds to different types of game objects selected by the player.
- the second game object indicator may include, for example, the name or icon of the type of game object selected by the player, and may also include For the number of specific game objects under the game type selected by the player, etc., the embodiment of the application does not limit the specific implementation and display of the second game object indicator.
- the game objects displayed in the object selection control may include game objects that the player does not want to select due to misoperation.
- the first game object indicator or the second game object indicator can be operated to perform accurate games.
- the selection of the object realizes the selection of the game object that the player wants, so that the specific game object can be selected accurately and efficiently.
- the method for selecting game objects includes: in response to an object selection operation acting on the first display area of the graphical user interface, selecting multiple game objects in the game scene; and displaying the object selection in the second display area of the graphical user interface Control; if multiple game objects are of the same type, a first preset number of first game object indicators are displayed in the object selection control, where the first game object indicators correspond to different game objects; if there are multiple Game objects are game objects of different types, a second preset number of second game object indicators are displayed in the object selection control, and the second game object indicators correspond to different types of game objects.
- first game object indicator or the second game object indicator is further displayed on the object selection control, respectively corresponding to different game objects or game object types, and the first object The indicator or the second object indicator is operated, so that the selection of a specific target object can be accurately and efficiently realized, and the game experience of the player is improved.
- the specific display content of the object selection control can be designed according to the type of the selected game object, etc.
- the following is a further detailed description of the game object selection method provided by the embodiment of the application with reference to FIGS. 2 to 5 Introduction.
- FIG. 2 is the second flowchart of the method for selecting a game object provided by an embodiment of the application
- FIG. 3 is a schematic diagram of the interface of the method for selecting a game object provided by an embodiment of the application
- FIG. 4 is a diagram of the game object provided by the embodiment of the application
- the second interface diagram of the selection method is the third interface diagram of the game object selection method provided by the embodiment of the application.
- the method includes:
- the selection controls on the graphical user interface may include, for example, a multi-select control. By clicking the multi-select control or long pressing the multi-select control, the graphical user interface is controlled to enter the state of selecting the object.
- a multi-select control By clicking the multi-select control or long pressing the multi-select control, the graphical user interface is controlled to enter the state of selecting the object.
- the selection control takes the long-pressing of the selection control on the graphical user interface to control the graphical user interface to enter the state of the selected object as an example.
- the graphical user interface is locked to ensure the efficiency of the selection operation and avoid The problem of reduced selection efficiency caused by sliding of the graphical user interface during selection operations.
- the selected game object can be determined by a click operation, for example, a certain specific object in the first display area can be clicked by a click operation, or multiple objects in the first display area can be clicked in sequence. So as to realize the choice of game objects.
- the selected game object can be determined by a circle selection operation, for example, a specific game object in the interface can be circled by a circle selection operation, or for example, multiple game objects can be circled at a time to realize the selection of objects. .
- multiple game objects in the game scene are selected by responding to the click operation or circle selection operation in the first display area, and the selection of the game object in the first display area can continue until the selection control is selected. The operation is stopped. During this period, the selection operation of the object can be repeated. When the operation of the selection control stops, the graphical user interface exits the state of selecting the object.
- the graphical user interface contains a multi-select control 301.
- the graphical user interface is controlled to enter the state of selecting the object.
- the game object can be selected by circle selection on the first display area.
- the circle selection trajectory 303 can be triggered by a circle selection operation, and the game object contained in the circle selection trajectory 303 is selected until the pair is released. Until the control 301 is selected, the object can be selected.
- This embodiment provides selection controls to control the graphical user interface to enter the state of selecting objects, and further realizes the selection of objects through circle or click operations, which can effectively achieve efficient selection of specific objects and resolve conflicts between operations in the game The problem.
- S203 Acquire the type to which each selected game object belongs.
- the type of each selected object is obtained, and the type of the selected game object can have different designs according to different games.
- the type of the selected game object can be, for example, infantry or archer.
- the type of the selected game object may be, for example, a wall or a house.
- the type of the selected game object may be specific
- the game has different designs, which are not limited in the embodiment of the application.
- the type of the selected game object may be one or multiple, and the specific number of the type is determined according to the selected object obtained by the selection operation.
- the object selection control is displayed on the second display area of the graphical user interface according to the type of the selected game object. Specifically, if multiple game objects are of the same type, the first object selection control is displayed in the object selection control. A preset number of first game object indicators, wherein the first game object indicators correspond to different game objects.
- a second preset number of second game object indicators are displayed in the object selection control, and the second game object indicators correspond to different types of game objects.
- the information of the selected game object can be clearly and effectively displayed to the player, so that the player can further select a specific game object as needed, thereby improving the player's game Experience.
- the first game object indicator includes first information, where the first information is used to indicate a preset attribute of the game object.
- a first game object indicator is displayed in the object selection control, where the first game object indicator includes first information, and the first information is used to indicate the game
- the preset attributes of the object where the first information may be, for example, the blood volume of the selected game object, or may also be, for example, an icon corresponding to the selected game object.
- the embodiment of the present application does not specifically limit the first information.
- FIG. 4 is only an exemplary introduction, and is not the only implementation manner.
- the embodiment of the present application does not limit the specific design of the first selection area and the second selection area.
- the object display control 401 includes three first game object indicators Each game object indicator corresponds to an object selected on the graphical user interface. Take one of the object information as an example for illustration. Assuming that the first information includes the health of the game object and the icon, the first information displayed in the object display control 401 A game object indicator includes an icon 4011 of the game object and a survival mark 4012. The icon 4011 of the object identifies the icon information of the selected game object, and the survival mark 4012 shows the life state of the selected object.
- Figure 4 is an example of the type to which the selected object belongs.
- the design of the object selection control 401 shown in FIG. 4 is for illustrative purposes only, and is not the only implementation.
- the embodiment of the present application does not specifically limit the specific implementation and setting positions of the object selection control 401, and further Ground, Figure 4 is an example of the type to which the selected object belongs.
- the selected object belongs to multiple types the implementation is similar.
- the currently selected object belongs to two types.
- One row can be, for example, one type.
- the above is only an example for description.
- the implementation in other cases is similar. Here No longer.
- the selected game object when an object on the graphical user interface is selected, the selected game object can be highlighted or identified, so that the player can observe the selected object more intuitively, as shown in Figure 4.
- the selected game unit can be displayed by using the selected mark 402 to show the player that the current game object is selected.
- FIG. 4 is only an exemplary introduction and is not the only implementation method. The identification of the selected object in the embodiment of the present application The method is not particularly limited.
- the second game object indicator includes second information and third information, where the second information is used to indicate the type of the game object, and the third information is used to indicate the selected type of the game object.
- a second game object indicator is displayed in the object selection control, where the second game object indicator includes second information and third information, where the second The information is used to indicate the type of the corresponding game object, and the third information is used to indicate the number of selected game objects in the type of the corresponding game object.
- the first information may be, for example, the type icon or name identification of the selected game object.
- Etc. where the third information may be, for example, the number of selected game objects in the current type, etc.
- the embodiment of the present application does not impose special restrictions on the second information and the third information.
- the third information may be displayed below the second information, or may be displayed in the center of the second information, for example.
- the specific design and placement position of the second object selection are not particularly limited in the embodiment of this application. .
- each second game object indicator includes the type icon of this type and the number of all game objects corresponding to this type, and one of the second game object indicators is For example, assuming that the number of currently selected game objects of this type is 3, the type icon 5011 of this type and the corresponding one of the selected game objects of the type will be displayed in the second game object indicator.
- the number of all objects in is 5012, which is only exemplarily introduced in FIG. 5, and the implementation of the second game object indicator is not particularly limited in the embodiment of the present application.
- the game object selection method provided by the embodiment of the present application includes: locking the graphical user interface when the selection control on the graphical user interface is operated. In response to the click operation or circle selection operation on the first display area of the graphical user interface, multiple game objects in the game scene are selected until the operation of the selection control stops. Get the type of each selected game object. According to the type of each selected game object, an object selection control is displayed on the second display area of the graphical user interface.
- the selection of game objects is realized through the selection control and the click operation or circle selection operation of the first display area, which can effectively realize the efficient selection of specific objects, and solve the problem of conflicts of various operations in the game.
- the type display object selection control to which the selected game object belongs allows the player to find the desired target object more efficiently, and further select and control the target object, thereby enhancing the player's gaming experience.
- the object selection method provided in this application embodiment further includes:
- a third preset number of first game object indicators are displayed in the object selection control.
- the game objects corresponding to the third preset number of first game object indicators are of the same type, and the type is the game type corresponding to the second game object indicator determined by the first touch operation.
- the first touch operation may be, for example, a tap operation, or may also be a double-click operation, etc.
- the embodiment of the present application does not limit this.
- the object The selection control By responding to the first touch operation acting on the second game object indicator, the object The selection control displays a third preset number of first game object indicators, where the third preset number is the specific number of game objects of this type contained in the type of game object corresponding to the current second game object indicator.
- the application embodiment does not specifically limit the specific value of the third preset number.
- the first game object indicator has been introduced in the foregoing embodiment, and will not be repeated here.
- the manner of displaying a third preset number of first game object indicators in the object selection control may be, for example, expanding and displaying the current game type under the icon of the second game object indicator corresponding to the first touch operation.
- the first game object indicator of all selected game objects may also be, for example, the first game object indicator that overlays and displays all selected game objects included in the current game type above the current second game object indicator Etc., the embodiment of the present application does not limit this.
- FIG. 6 is the fourth interface diagram of the method for selecting game objects provided by an embodiment of the application, as shown in FIG. 6:
- the second game object indicator 601 in the object selection control is operated through a first touch operation 602.
- the first touch operation 602 is a single-click operation.
- a third preset number of first game object indicators are displayed in the selection control, where the first game object indicators may include, for example, the corresponding game object type icon 6031 and survival logo 6032.
- the third preset number is 2, and the displayed first game object indicators are two, corresponding to the selection included in the type corresponding to the first touch operation 802 selected in the first display area Game object.
- FIG. 6 is only an example for description, and the embodiment of the present application does not specifically limit the specific implementation of the object selection control and the second game object indicator.
- the game object selection method provided by the embodiments of the present application further displays a third preset number of first game object indicators in the object selection control by responding to the first touch operation acting on the second game object indicator, so that the user The relevant information of the selected game object can be obtained more intuitively and comprehensively, and the user experience can be improved.
- the method for selecting game objects provided by the embodiments of the present application can also be operated by the first game object indicator or the second game object indicator, so as to further realize the selection of the game object that the user wants to operate
- the method for selecting game objects provided by this embodiment will be further introduced in detail with reference to FIGS. 7 to 10.
- FIG. 7 is the third flowchart of the method for selecting game objects provided by an embodiment of the application
- Fig. 8 is a schematic diagram of the interface of the method for selecting game objects provided by an embodiment of the application
- Fig. 9 is a diagram of the game object provided by the embodiments of the application.
- Flowchart 4 of the selection method is a schematic diagram 6 of the interface of the method for selecting a game object according to an embodiment of the application.
- the game object corresponding to the first game object indicator is selected.
- the first game object indicator may be, for example, the first game object indicator obtained in response to an object selection operation acting on the first display area, and may also be, for example, in response to a first touch operation acting on the second game object indicator.
- the first game object indicator thus obtained is not limited in the embodiment of the present application.
- a specific game object is selected in the first game object indicator through a second touch operation, where the second touch operation is used to select the specific game object, and is also used to initiate a specific control instruction to the selected game object,
- the second touch operation may be, for example, a single-click operation, or may also be a double-click operation, a drag operation, etc.
- the embodiment of the present application does not limit the specific implementation of the second touch operation.
- the game object corresponding to the first game object indicator operated in the object selection control is the target object.
- the number of target objects may be one or more.
- the second touch operation is used as dragging. Take the drag operation as an example for further details.
- selecting the game object corresponding to the first game object indicator includes:
- S702 Determine a game object corresponding to the first game object indicator according to the first drag operation.
- a first drag operation is performed on the first game object indicator in the object selection control, where the first drag operation corresponds to a specific first game object indicator, and the first game object is indicated by the first drag operation according to the first drag operation.
- the position in the player determines the corresponding target game object.
- S703 Select the game object corresponding to the first game object indicator, and control the game object corresponding to the first game object indicator to perform the game operation according to the sliding track of the first drag operation.
- a sliding track is generated on the graphical user interface, and the target object is further controlled to perform the game operation according to the sliding track of the unit operation. That is, drag the first game object indicator in the object selection control to the target position.
- a sliding track is generated on the graphical user interface, and the specific game object is further controlled to perform game operations according to the sliding track of the first drag operation.
- the icon of the game object in the first game object indicator may move, for example, following the sliding track, or may not move in the original position, for example, this embodiment does not. Make special restrictions.
- the sliding trajectory of the first drag operation is different, and the specific control behavior of the target object triggered is also different.
- the currently selected game object is infantry
- the sliding trajectory through the first drag operation is for example
- the first game object indicator of the infantry can be dragged to the enemy unit object to control the infantry to attack the enemy unit object.
- the first game object indicator of the infantry can be dragged to the house unit object to control The infantry trims the house unit objects.
- the operation triggered by dragging the first game object indicator of a specific game object to a different target position can be preset according to the specific game in advance. There is no restriction on this.
- Figure 8 The following is a detailed introduction with Figure 8 as an example.
- the first game object indicator 8011 of the specific game object is selected through the object selection control, where the The first game object indicator 8011 corresponds to the target game object 8012 on the first display area.
- the first game object indicator 8011 of a specific game object can be dragged to the house unit object through the first drag operation.
- the sliding track 8031 can control the target object 8012 to go to the location of the house unit object, and perform operations such as trimming the house unit object.
- the icon 8011 of a specific game object can be dragged to the tree unit object through the first drag operation.
- the target game object 8012 can be controlled to go to the location of the tree unit object according to the generated sliding track 8032.
- Tree unit objects perform operations such as felling.
- FIG. 8 is only an example for description, and is not the only implementation.
- select the one corresponding to the first game object indicator The specific implementation of the game object is not particularly limited.
- the game object of the type corresponding to the second game object indicator is selected.
- the third touch operation may be, for example, a double-click operation or a drag operation, etc., but the third touch operation is different from the first touch operation.
- the third touch operation may be an addition
- the embodiment of the present application does not limit the specific implementation of the third touch operation, as long as it is distinguished from the first touch operation.
- a third touch operation is used to select a game object corresponding to a specific game type in the second game object indicator, where the third touch operation is used to select a game object corresponding to a specific type, and is also used to control the selected game object.
- the subject initiates specific control commands.
- the third touch operation is the second drag operation as an example for further details.
- selecting a game object of the type corresponding to the second game object indicator includes:
- S902 Determine all game objects of the type corresponding to the second game object indicator according to the second drag operation.
- a second drag operation is performed on the second game object indicator in the object selection control, where the second drag operation corresponds to a specific second game object indicator, and the second drag operation is indicated on the second game object according to the second drag operation.
- the position in the player determines the corresponding target game object.
- the second game object indicator corresponds to a certain type of the selected game object.
- the second game object indicator By performing a second drag operation on the second game object indicator, it is possible to download the game type corresponding to the second game object indicator. Selection and control of all selected game objects.
- one of the second game object indicators 10011 is selected through the second drag operation 1002. Assume that the game type corresponding to the second game object indicator 10011 is shown in FIG. The game type of the target object 10012 is given in. Further, the second drag operation 1002 triggers a sliding track on the graphical user interface, and controls all game objects in a specific game type to perform game operations according to the sliding track, as shown in Figure 10 In the example, all game objects of the type corresponding to the second game object indicator 10011 are the multiple target game objects 10012 in the first display area.
- the multiple target game objects 10012 are controlled to reach the enemy unit
- the location of the object and launch an attack to the enemy unit for example, according to the sliding track 10032, multiple target game objects 10012 can be controlled to reach the location of the house unit object and practice in the house.
- FIG. 10 is only an exemplary introduction, and the specific implementation of the object selection control in the embodiment of the present application is not particularly limited. Further, those skilled in the art can understand that the second game object indicator is dragged through the second drag operation Moving to a different position can trigger different preset operations, which is not limited in the embodiment of the present application.
- the game object selection method selects the game object corresponding to the first game object indicator by responding to the second touch operation acting on the first game object indicator, so that the specific game object is selected through the second touch operation.
- the player can efficiently select the target object and further realize the operation on the target object.
- the game object of the type corresponding to the second game object indicator is selected, so that all the types corresponding to the second game object indicator are selected.
- the selection and control of the game object by providing the operation of the second game object indicator and the selection of all game types of the corresponding type, so as to achieve precise and efficient selection of a certain type of game object, thereby enhancing the player’s game experience .
- the method for selecting a game object further includes: acquiring a cancel operation triggered by an operation type control; and deleting the object selection control on the graphical user interface according to the cancel operation.
- the embodiments of the present application also provide category controls, where categories are used to control selected objects.
- the category controls may include, for example, cancel controls, or, for example, select all controls. Special restrictions are made.
- the cancel operation can be triggered by operating the type control, where the triggering method can be, for example, long pressing the first game object indicator or the second game object indicator corresponding to the game object to be canceled, or for example In order to drag the first game object indicator or the second game object indicator of the game object to be deselected onto the corresponding type control, the embodiment of the present application does not specifically limit the implementation manner of triggering the cancel operation.
- the game object to be canceled can be changed to an unselected state, so that the corresponding first game object indicator or second game object indicator can be deleted in the object selection control.
- the cancel operation is triggered by setting the type control, so that when the player selects a game object that he does not want to select due to a misoperation, the cancel operation cancels the selection of the wrongly selected game object, further enabling the player to select the target game more accurately and efficiently Object.
- the manner of triggering the cancellation operation is to obtain the cancellation operation triggered by the first game object indicator being dragged to the cancellation control.
- the cancellation operation triggered by the first game object indicator being dragged to the cancellation control By obtaining the cancellation operation triggered by the first game object indicator being dragged to the cancellation control, the cancellation of the wrongly selected game object can be efficiently and conveniently realized, thereby making the game more flexible.
- the method provided in the embodiment of the present application further includes: obtaining a cancel operation triggered by operating the prompt control; and deleting the object selection control on the graphical user interface according to the cancel operation.
- the cancel operation can be triggered by operating the prompt control.
- the selection control may include, for example, a cancel all control or, for example, a select all control.
- the method of triggering the cancel operation may be, for example, clicking all cancel controls, or for example, dragging the circled control onto the cancel control to trigger the cancel operation.
- the object selection control can be deleted on the graphical user interface, and all the selected objects are canceled.
- FIG. 11 is a schematic diagram of the seventh interface of the game object selection method provided by the embodiment of the application, as shown in FIG. 11, including: a cancel control 1101, assuming that the game object currently to be canceled Corresponds to the second game object indicator 1102.
- the game object to be deselected in the figure is 1107.
- the second game object indicator 1102 is dragged to the cancel control 1101 through the cancel operation 1104.
- the sliding track 1103 is triggered upwards, thereby triggering a cancel operation, realizing the change of the state of the game object to be deselected.
- the object 1107 to be deselected becomes an unselected state.
- FIG. 11 also includes a select all control 1105.
- the sliding track 1106 is triggered on the graphical user interface, thereby triggering the cancel operation, and the all selected Cancel the selection of the game object, and delete the object selection control accordingly.
- the object selection control has not been deleted. It can be seen from Figure 11 that all the selected objects are implemented cancel selection.
- the category controls provided in the embodiments of the present application can trigger a cancellation operation, thereby realizing the cancellation of a specific object and the cancellation of all selected objects, which improves the flexibility of the game operation.
- the method for selecting a game object when responding to an object selection operation acting on the first display area of the graphical user interface, includes:
- the selected object is obtained according to the selection operation on the graphical user interface.
- the selection controls on the graphical user interface may include, for example, a multi-select control.
- a multi-select control By clicking the multi-select control or long-pressing the multi-select control, the graphical user interface is controlled to enter the state of selecting the object, and the graphical user interface is further operated by clicking or double-clicking
- a series of selection operations such as operations obtain the selected object, and the embodiment of the present application does not specifically limit the manner of obtaining the selected object.
- the selection control By operating the selection control to realize the selection of the selected object, it can solve the problem of the conflict of multiple operation modes caused by the overlapping of the input device and the display device of the game.
- the graphical user interface When the graphical user interface is in the state of selecting the object, only the object selection is accepted The input does not conflict with other input commands, and the expansion of game control is realized.
- FIG. 12 is a first structural diagram of a device for selecting game objects provided by an embodiment of the application. As shown in FIG. 12, the device 120 for selecting a game object includes a selecting module 1201 and a display module 1202.
- the selection module 1201 is configured to select multiple game objects in the game scene in response to an object selection operation acting on the first display area of the graphical user interface.
- the display module 1202 is configured to display the object selection control in the second display area of the graphical user interface
- a first preset number of first game object indicators are displayed in the object selection control, where the first game object indicators correspond to different game objects;
- a second preset number of second game object indicators are displayed in the object selection control, and the second game object indicators correspond to different types of game objects.
- the display module 1202 is also used to:
- a third preset number of first game object indicators are displayed in the object selection control.
- the selection module 1201 is also used to:
- the game object of the type corresponding to the second game object indicator is selected.
- the first game object indicator includes first information, where the first information is used to indicate a preset attribute of the game object;
- the second game object indicator includes second information and third information, where the second information is used to indicate the type of the corresponding game object, and the third information is used to indicate the number of selected game objects in the type of the corresponding game object.
- the selection module 1201 is specifically used for:
- the game object corresponding to the first game object indicator is selected, and the game object corresponding to the first game object indicator is controlled to perform the game operation according to the sliding track of the first drag operation.
- the selection module 1201 is specifically used for:
- the device provided in this embodiment can be used to implement the technical solutions of the foregoing method embodiments, and its implementation principles and technical effects are similar, and will not be repeated here in this embodiment.
- FIG. 13 is a second structural diagram of a device for selecting game objects provided by an embodiment of the application. As shown in FIG. 13, this embodiment is based on the embodiment in FIG. 12, and if multiple game objects are game objects of the same type, it further includes: a cancellation module 1303.
- the cancel module 1303 is used to obtain the cancel operation triggered by operating the first game object indicator
- the cancellation module 1303 is specifically used for:
- the selection module 1301 is also used to:
- the object selection control is deleted on the graphical user interface.
- the selection module 1301 is specifically used for:
- the selection module 1301 is specifically used for:
- an object selection control is displayed on the second display area of the graphical user interface.
- the device provided in this embodiment can be used to implement the technical solutions of the foregoing method embodiments, and its implementation principles and technical effects are similar, and will not be repeated here in this embodiment.
- FIG. 14 is a schematic diagram of the hardware structure of a game object selection device provided by an embodiment of the application.
- the device 140 in this embodiment includes a processor 1401 and a memory 1402; among them,
- the memory 1402 is used to store computer execution instructions
- the processor 1401 is configured to execute computer-executable instructions stored in the memory to implement various steps executed by the device for selecting game objects in the foregoing embodiments. For details, refer to the related description in the foregoing method embodiment.
- the memory 1402 may be independent or integrated with the processor 1401.
- the selection device of the game object further includes a bus 1403 for connecting the memory 1402 and the processor 1401.
- the embodiments of the present application also provide a computer-readable storage medium that stores computer-executable instructions, and when the processor executes the computer-executed instructions, the game object that is reserved for execution by the vehicle identification device as described above is realized The selection method.
- the disclosed device and method may be implemented in other ways.
- the device embodiments described above are only illustrative.
- the division of the modules is only a logical function division, and there may be other divisions in actual implementation, for example, multiple modules can be combined or integrated. To another system, or some features can be ignored, or not implemented.
- the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, devices or modules, and may be in electrical, mechanical or other forms.
- the above-mentioned integrated modules implemented in the form of software function modules may be stored in a computer readable storage medium.
- the above-mentioned software function module is stored in a storage medium and includes several instructions to make a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute the various embodiments of the present application Part of the method.
- processor may be a central processing unit (English: Central Processing Unit, abbreviated: CPU), or other general-purpose processors, digital signal processors (English: Digital Signal Processor, abbreviated: DSP), and application-specific integrated circuits (English: Application Specific Integrated Circuit, referred to as ASIC) etc.
- the general-purpose processor may be a microprocessor or the processor may also be any conventional processor or the like.
- the steps of the method disclosed in combination with the invention can be directly embodied as executed by a hardware processor, or executed by a combination of hardware and software modules in the processor.
- the memory may include a high-speed RAM memory, and may also include a non-volatile storage NVM, such as at least one disk storage, and may also be a U disk, a mobile hard disk, a read-only memory, a magnetic disk, or an optical disk.
- NVM non-volatile storage
- the bus can be an Industry Standard Architecture (ISA) bus, Peripheral Component (PCI) bus, or Extended Industry Standard Architecture (EISA) bus, etc.
- ISA Industry Standard Architecture
- PCI Peripheral Component
- EISA Extended Industry Standard Architecture
- the bus can be divided into address bus, data bus, control bus and so on.
- the buses in the drawings of this application are not limited to only one bus or one type of bus.
- the above-mentioned storage medium can be implemented by any type of volatile or non-volatile storage device or their combination, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable Except for programmable read only memory (EPROM), programmable read only memory (PROM), read only memory (ROM), magnetic memory, flash memory, magnetic disks or optical disks.
- SRAM static random access memory
- EEPROM electrically erasable programmable read-only memory
- EPROM programmable read only memory
- PROM programmable read only memory
- ROM read only memory
- magnetic memory flash memory
- flash memory magnetic disks or optical disks.
- optical disks any available medium that can be accessed by a general-purpose or special-purpose computer.
- a person of ordinary skill in the art can understand that all or part of the steps in the foregoing method embodiments can be implemented by a program instructing relevant hardware.
- the aforementioned program can be stored in a computer readable storage medium.
- the steps including the foregoing method embodiments are executed; and the foregoing storage medium includes: ROM, RAM, magnetic disk, or optical disk and other media that can store program codes.
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Abstract
游戏对象的选择方法及装置,该方法包括:响应作用于图形用户界面第一显示区域的对象选择操作,选中游戏场景中的多个游戏对象(S101);在图形用户界面第二显示区域显示对象选择控件(S102)。通过对象选择操作选中多个游戏对象,进一步在对象选择控件上显示第一游戏对象指示器或第二游戏对象指示器,分别对应不同的游戏对象或游戏对象的类型,能够准确高效的实现对特定目标对象的选择,提升了玩家的游戏体验。
Description
本申请要求于2019年3月11日提交至中国国家知识产权局、申请号为201910178780.1、发明名称为“游戏对象的选择方法及装置”的专利申请的优先权,其全部内容通过引用结合在本公开中。
本申请涉及游戏技术领域,尤其涉及一种游戏对象的选择方法及装置。
在一些游戏中,游戏玩家需要选择一个或多个操作对象以执行相应的虚拟行为动作,比如,选择一个或多个目标攻击对象,选择一个或多个目标受控对象。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,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端游戏在对象选择的操控方式上大为不同。
目前,在移动终端游戏中存在以下常见的对象选择方式:
一、通过单次点击游戏场景中虚拟对象的方式选择单个对象;
二、通过滑动画圈的方式选择游戏场景中位于圈内的多个对象。
发明内容
本申请实施例提供一种游戏对象的选择方法及装置。
第一方面,本申请实施例提供一种游戏对象的选择方法,
应用于可渲染一图形用户界面的终端,所述图形用户界面包括第一显示区域和第二显示区域,所述第一显示区域包含至少部分游戏场景,其特征在于,包括:
响应作用于所述图形用户界面第一显示区域的对象选择操作,选中所述游戏场景中的多个游戏对象;
在所述图形用户界面第二显示区域显示对象选择控件;
若所述多个游戏对象为同一类型的游戏对象,在所述对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,所述第一游戏对象指示器对应不同的游戏对象;
若所述多个游戏对象为不同类型的游戏对象,在所述对象选择控件中显示第二预设数量的第二游戏对象指示器,所述第二游戏对象指示器对应不同的游戏对象的类型。
在一种可选的实施例中,若所述多个游戏对象为不同类型的游戏对象,所述方法还包括:
响应作用于所述第二游戏对象指示器的第一触摸操作,在所述对象选择控件中显示第三预设数量的所述第一游戏对象指示器。
在一种可选的实施例中,所述方法还包括:
响应作用于所述第一游戏对象指示器的第二触摸操作,选中所述第一游戏对象指示器对应的所述游戏对象;或者
响应作用于所述第二游戏对象指示器的第三触摸操作,选中所述第二游戏对象指示器对应的所述类型的所述游戏对象。
在一种可选的实施例中,所述第一游戏对象指示器包括第一信息,其中所述第一信息用于指示所述游戏对象的预设属性;
所述第二游戏对象指示器包括第二信息以及第三信息,其中所述第二信息用于指示对应的所述游戏对象的类型,所述第三信息用于指示对应的所述游戏对象的类型中被选中的游戏对象的数量。
在一种可选的实施例中,所述响应作用于所述第一游戏对象指示器的第二触摸操作,选中所述第一游戏对象指示器对应的所述游戏对象,包括:
响应作用于所述第一游戏对象指示器的第一拖拽操作;
根据所述第一拖拽操作确定所述第一游戏对象指示器对应的所述游戏对象;
选中所述第一游戏对象指示器对应的所述游戏对象,根据所述第一拖拽操作的滑动轨迹控制所述第一游戏对象指示器对应的所述游戏对象执行游戏操作。
在一种可选的实施例中,所述响应作用于所述第二游戏对象指示器的第三触摸操作,选中所述第二游戏对象指示器对应的所述类型的所述游戏对象,包括:
响应作用于所述第二游戏对象指示器的第二拖拽操作;
根据所述第二拖拽操作确定所述第二游戏对象指示器对应的所述类型的 全部游戏对象;
选中所述第二游戏对象指示器对应的所述类型的全部游戏对象,根据所述第二拖拽操作的滑动轨迹控制所述第二游戏对象指示器对应的所述类型的全部游戏对象执行游戏操作。
在一种可选的实施例中,若所述多个游戏对象为同一类型的游戏对象,所述方法还包括:
获取通过操作所述第一游戏对象指示器触发的取消操作;
根据所述取消操作,在所述对象选择控件中删除所述取消操作对应的第一游戏对象指示器。
在一种可选的实施例中,所述获取通过操作所述第一游戏对象指示器触发的取消操作,包括:
获取所述第一游戏对象指示器被拖至取消控件触发的所述取消操作。
在一种可选的实施例中,所述方法还包括:
获取通过操作提示控件触发的取消操作;
根据所述取消操作,在所述图形用户界面上删除所述对象选择控件。
在一种可选的实施例中,所述响应作用于所述图形用户界面第一显示区域的对象选择操作,选中所述游戏场景中的多个游戏对象,包括:
在所述图形用户界面上的选择控件被操作时,锁定所述图形用户界面;
响应所述图形用户界面第一显示区域上的点选操作或圈选操作选中所述游戏场景中的多个游戏对象,直至对所述选择控件的操作停止。
在一种可选的实施例中,所述在所述图形用户界面第二显示区域显示对象选择控件,包括:
获取各被选中的所述游戏对象所属的类型;
根据各被选中的所述游戏对象所属的类型,在所述图形用户界面第二显示区域上显示对象选择控件。
第二方面,本申请实施例提供一种游戏对象的选择装置,应用于可渲染一图形用户界面的终端,所述图形用户界面包括第一显示区域和第二显示区域,所述第一显示区域包含至少部分游戏场景,其特征在于,包括:
选中模块,用于响应作用于所述图形用户界面第一显示区域的对象选择操作,选中所述游戏场景中的多个游戏对象;
显示模块,用于在所述图形用户界面第二显示区域显示对象选择控件;
若所述多个游戏对象为同一类型的游戏对象,在所述对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,所述第一游戏对象指示器对应不同的游戏对象;
若所述多个游戏对象为不同类型的游戏对象,在所述对象选择控件中显示第二预设数量的第二游戏对象指示器,所述第二游戏对象指示器对应不同的游戏对象的类型。
在一种可选的实施例中,若所述多个游戏对象为不同类型的游戏对象,所述显示模块还用于:
响应作用于所述第二游戏对象指示器的第一触摸操作,在所述对象选择控件中显示第三预设数量的所述第一游戏对象指示器。
在一种可选的实施例中,所述选中模块还用于:
响应作用于所述第一游戏对象指示器的第二触摸操作,选中所述第一游戏对象指示器对应的所述游戏对象;或者
响应作用于所述第二游戏对象指示器的第三触摸操作,选中所述第二游戏对象指示器对应的所述类型的所述游戏对象。
在一种可选的实施例中,所述第一游戏对象指示器包括第一信息,其中所述第一信息用于指示所述游戏对象的预设属性;
所述第二游戏对象指示器包括第二信息以及第三信息,其中所述第二信息用于指示对应的所述游戏对象的类型,所述第三信息用于指示对应的所述游戏对象的类型中被选中的游戏对象的数量。
在一种可选的实施例中,所述选中模块具体用于:
响应作用于所述第一游戏对象指示器的第一拖拽操作;
根据所述第一拖拽操作确定所述第一游戏对象指示器对应的所述游戏对象;
选中所述第一游戏对象指示器对应的所述游戏对象,根据所述第一拖拽操作的滑动轨迹控制所述第一游戏对象指示器对应的所述游戏对象执行游戏操作。
在一种可选的实施例中,所述选中模块具体用于:
响应作用于所述第二游戏对象指示器的第二拖拽操作;
根据所述第二拖拽操作确定所述第二游戏对象指示器对应的所述类型的全部游戏对象;
选中所述第二游戏对象指示器对应的所述类型的全部游戏对象,根据所述第二拖拽操作的滑动轨迹控制所述第二游戏对象指示器对应的所述类型的全部游戏对象执行游戏操作。
在一种可选的实施例中,若所述多个游戏对象为同一类型的游戏对象,还包括:取消模块;
所述取消模块,用于获取通过操作所述第一游戏对象指示器触发的取消操作;
根据所述取消操作,在所述对象选择控件中删除所述取消操作对应的第一游戏对象指示器。
在一种可选的实施例中,所述取消模块具体用于:
获取所述第一游戏对象指示器被拖至取消控件触发的所述取消操作。
在一种可选的实施例中,所述选中模块还用于:
获取通过操作提示控件触发的取消操作;
根据所述取消操作,在所述图形用户界面上删除所述对象选择控件。
在一种可选的实施例中,所述选中模块具体用于:
在所述图形用户界面上的选择控件被操作时,锁定所述图形用户界面;
响应所述图形用户界面第一显示区域上的点选操作或圈选操作选中所述游戏场景中的多个游戏对象,直至对所述选择控件的操作停止。
在一种可选的实施例中,所述选中模块具体用于:
获取各被选中的所述游戏对象所属的类型;
根据各被选中的所述游戏对象所属的类型,在所述图形用户界面第二显示区域上显示对象选择控件。
第三方面,本申请实施例提供一种游戏对象的选择设备,包括:
存储器,用于存储程序;
处理器,用于执行所述存储器存储的所述程序,当所述程序被执行时,所述处理器用于执行如上第一方面以及第一方面各种可能的设计中任一所述的方法。
第四方面,本申请实施例提供一种计算机可读存储介质,包括指令,当 其在计算机上运行时,使得计算机执行如上第一方面以及第一方面各种可能的设计中任一所述的方法。
为了更清楚地说明本申请实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作一简单地介绍,显而易见地,下面描述中的附图是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动性的前提下,还可以根据这些附图获得其他的附图。
图1为本申请其中一实施例提供的游戏对象的选择方法的流程图一;
图2为本申请其中一实施例提供的游戏对象的选择方法的流程图二;
图3为本申请其中一实施例提供的游戏对象的选择方法的界面示意图一;
图4为本申请其中一实施例提供的游戏对象的选择方法的界面示意图二;
图5为本申请其中一实施例提供的游戏对象的选择方法的界面示意图三;
图6为本申请其中一实施例提供的游戏对象的选择方法的界面示意图四;
图7为本申请其中一实施例提供的游戏对象的选择方法的流程图三;
图8为本申请其中一实施例提供的游戏对象的选择方法的界面示意图五;
图9为本申请其中一实施例提供的游戏对象的选择方法的流程图四;
图10为本申请其中一实施例提供的游戏对象的选择方法的界面示意图六;
图11为本申请其中一实施例提供的游戏对象的选择方法的界面示意图七;
图12为本申请其中一实施例提供的游戏对象的选择装置的结构示意图一;
图13为本申请其中一实施例提供的游戏对象的选择装置的结构示意图二;
图14为本申请其中一实施例提供的游戏对象的选择设备的硬件结构示意图。
为使本申请实施例的目的、技术方案和优点更加清楚,下面将结合本申 请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本申请保护的范围。
图1为本申请实施例提供的游戏对象的选择方法的流程图一。如图1所示,该方法包括:
S101、响应作用于图形用户界面第一显示区域的对象选择操作,选中游戏场景中的多个游戏对象。
具体的,图形用户界面是指采用图形方式显示的计算机操作用户界面,其允许玩家使用输入设备操纵屏幕上的图标或菜单控件,其中输入设备例如可以为鼠标,还例如可以为触摸屏等,本实施例对此不做限制,玩家在游戏过程中,通过图形用户界面进行操作从而与客户端或者服务器进行交互。
在可选的实施例中,对象选择操作包括通过滑动触控操作确定多个游戏对象的选择操作,例如,可以通过在图形用户界面中画一个封闭的滑动轨迹(比如,圆形、矩形等规则形状轨迹,或者其它非规则的封闭形状轨迹)并根据该封闭的滑动轨迹选择多个游戏对象;也可以通过非封闭的滑动轨迹(比如,根据滑动轨迹的起点和终点确定一矩形的对角线,并根据预设宽高比确定一矩形,或者,根据滑动轨迹的起点和终点确定直径,根据该直径确定一圆形)确定一封闭区域,据该封闭区域选择多个游戏对象。这样,方便快速的选择多个游戏对象。
在本实施例中,图形用户界面包括第一显示区域和第二显示区域,其中第一显示区域包含至少部分游戏场景,第二显示区域例如可以包括游戏的菜单,还例如可以包括游戏对应的控件等,此处对第二显示区域不做限定,可选地,第二显示区域例如可以堆叠显示在第一显示区域上方,还例如可以设置第一显示区域位于图形用户界面的左侧,第二显示区域位于图形用户界面的右侧,本申请实施例对第一显示区域以及第二显示区域的具体实现方式不做特别限制。
进一步地,当玩家需要选择游戏中的对象时,通过输入设备(例如,触控操作介质)在图形用户界面的第一显示区域上进行对象选择操作,其中对象选择操作例如可以为触发第一显示区域上的选择控件,具体的,触发的方 式例如可以是点击,还例如可以是长按,从而控制第一显示区域进入选择的模式,在选择模式下例如可以通过获取第一显示区域上的圈选操作来进行对象的选择,还例如可以通过获取第一显示区域上的点击操作来进行对象的选择。
其中对象选择操作还例如可以为通过双击输入设备的方式控制第一显示区域进入选择的模式,其次在选择模式下进行对象的选择,可选地,对象选择操作还例如可以为逐个点击待选择的游戏对象,还例如可以为通过输入设备在图形用户界面上输入任意形状的输入框从而进行选择操作,本申请实施例对对象选择操作的具体实施方式不做特别限制,凡是在图形用户界面进行对象选择的操作均属于本申请实施例的保护范围。
在本实施例中,相应作用于图形用户界面上的第一显示区域的对象选择操作,从而选中游戏场景中的多个游戏对象,其中被选择的多个游戏对象中至少包含玩家想要选择的对象,进一步地,因为在一些游戏中(例如,RTS游戏)中,游戏场景中的游戏对象的分布较为密集(尤其是在移动终端),因此被选择的游戏对象中可能包含因为误操作而选中的玩家不想选择的对象。
S102、在图形用户界面第二显示区域显示对象选择控件。
具体的,在选中游戏场景中的多个游戏对象之后,根据被选择的游戏对象的相关信息在图形用户界面的第二显示区域上显示对象选择控件,其中对象选择控件例如可以显示在图形用户界面的右上角,还例如可以显示在图形用户界面的中心位置,本申请实施例对对象选择控件的显示位置不做特别限制。
进一步地,对象选择控件用于显示被选中的游戏对象的相关信息,其中对象的相关信息例如可以为被选择的游戏对象的图形或文件指示信息(例如,头像/图标指示信息、名称指示信息),还例如可以为被选择的游戏对象的数量、血量或者游戏经济等,本实施例对此不做限制。
其中,该对象的信息可以包括文字、数字、字母或图片等内容,本实施例对对象选择控件中显示对象的信息的实现方式不做特别限制。例如,对象选择控件上可以显示被选择的游戏对象的图标,在被选择的游戏对象的图标下方显示被选择的游戏对象的血量,还例如可以为显示被选择的游戏对象名称标识,在名称标识的上方显示被选择的游戏对象的数量等,本申请实施例 对对象选择控件显示的对象的信息以及显示的具体方式均不做特别限定,本领域技术人员可以理解,对象选择控件的具体实现方式可以根据需要进行设计。
可选地,在本实施例中,当出现上述提到的被选择的游戏对象中包含因为误操作而选中的玩家不想选择的对象时,该对象的信息同样会显示在展示控件中。
可选地,若多个游戏对象为同一类型的游戏对象,在对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,第一游戏对象指示器对应不同的游戏对象。可选的,第一预设数量小于或等于选中的游戏角色的数量。
具体的,若对象选择操作选中的多个游戏对象均属于同一类型,例如选中的多个游戏对象仅为“长兵”,则在对象选择控件中显示第一预设数量的第一游戏对象指示器,其中第一预设数量为玩家选中的游戏对象对应的数量,本申请实施例对第一预设数量的具体数值不做限制。
进一步地,其中第一游戏对象指示器对应玩家通过对象选择操作选中的各个不同的游戏对象,具体的,第一游戏对象指示器例如可以包括玩家选中的游戏对象的名称或图标,还例如可以包括玩家选中的游戏对象的血量等,本申请实施例对第一游戏对象指示器的具体实现方式不做限制。
其中第一预设数量的第一游戏对象指示器例如可以以一行的方式显示在对象选择控件中,还例如可以以一列的方式显示在对象选择控件中,本申请实施例对第一游戏对象指示器的具体显示方式不做限制。
可选的,响应作用于所述第一游戏对象指示器的第四触摸操作,取消选中所述第一游戏对象指示器对应的所述游戏对象;或者,响应作用于所述第二游戏对象指示器的第五触摸操作,取消选中所述第二游戏对象指示器对应的所述类型的所述游戏对象。这样,可以方便快速地剔除被误选中的游戏对象,实现快捷、精确的游戏对象选择。具体的,第四触摸操作和第五触摸操作可以区别于第二触摸操作和第三触摸操作。
可选地,若多个游戏对象为不同类型的游戏对象,在对象选择控件中显示第二预设数量的第二游戏对象指示器,第二游戏对象指示器对应不同的游戏对象的类型。可选的,第二预设数量小于或等于选中的游戏角色的类型数量。
具体的,若多个游戏对象为不同类型的游戏对象。例如玩家通过对象选择操作选中了“长兵”、“步兵”以及“炮兵”,此时选中的游戏对象对应不同的类型,则在对象选择控件中显示第二预设数量的第二游戏对象指示器,其中第二预设数量为玩家选中的游戏对象所对应的类型的数量,此处对第二预设数量的数值不做具体限定。
进一步地,其中第二游戏对象指示器对应玩家通过选中的各个游戏对象的不同类型,具体的,第二游戏对象指示器例如可以包括玩家选中的游戏对象的类型的名称或图标,还例如可以包括玩家选中的游戏类型下具体的游戏对象的数量等,本申请实施例对第二游戏对象指示器的具体实现方式以及显示不做限制。
对象选择控件中所显示的游戏对象可能包含因为误操作而选中的玩家不想选择的游戏对象,此处例如可以通过对第一游戏对象指示器或者第二游戏对象指示器进行操作以进行精准的游戏对象的选择,实现对玩家想要的游戏对象的选择,从而能够实现准确高效的选择特定的游戏对象。
本申请实施例提供的游戏对象的选择方法,包括:响应作用于图形用户界面第一显示区域的对象选择操作,选中游戏场景中的多个游戏对象;在图形用户界面第二显示区域显示对象选择控件;若多个游戏对象为同一类型的游戏对象,在对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,第一游戏对象指示器对应不同的游戏对象;若多个游戏对象为不同类型的游戏对象,在对象选择控件中显示第二预设数量的第二游戏对象指示器,第二游戏对象指示器对应不同的游戏对象的类型。通过对象选择操作选中多个游戏对象,进一步在对象选择控件上显示第一游戏对象指示器或第二游戏对象指示器,分别对应不同的游戏对象或游戏对象的类型,进一步可以通过对第一对象指示器或者第二对象指示器进行操作,从而能够准确高效的实现对特定目标对象的选择,提升了玩家的游戏体验。
在上述实施例的基础上,对象选择控件的具体显示内容可以根据被选中的游戏对象的类型等进行设计,下面结合图2至图5对本申请实施例提供的游戏对象的选择方法进行进一步地详细介绍。
图2为本申请实施例提供的游戏对象的选择方法的流程图二,图3为本申请实施例提供的游戏对象的选择方法的界面示意图一,图4为本申请实 施例提供的游戏对象的选择方法的界面示意图二,图5为本申请实施例提供的游戏对象的选择方法的界面示意图三。
如图2所示,该方法包括:
S201、在图形用户界面上的选择控件被操作时,锁定图形用户界面。
具体的,图形用户界面上的选择控件例如可以包括多选控件,通过点击多选控件或者长按多选控件,控制图形用户界面进入选择对象的状态,以上仅为示例性的介绍,并非唯一的实现方式,本申请实施例对选择控件的具体实现方式不做特别限制。
进一步地,以通过长按图形用户界面上的选择控件,控制图形用户界面进入选择对象的状态为例进行说明,当选择控件被长按时锁定图形用户界面,从而保证选择的操作的效率,避免在进行选择操作时图形用户界面产生滑动而导致的选择效率降低的问题。
S202、响应图形用户界面第一显示区域上的点选操作或圈选操作选中游戏场景中的多个游戏对象,直至对选择控件的操作停止。
具体的,例如可以通过点选操作确定被选择的游戏对象,例如可以通过点选操作点击第一显示区域中的某一个特定的对象,还例如可以依次点击第一显示区域中的多个对象,从而实现对游戏对象的选择。
可选地,还例如可以通过圈选操作确定被选择的游戏对象,例如可以通过圈选操作圈选界面中的特定游戏对象,还例如可以一次性圈选多个游戏对象,从而实现对象的选择。
在本实施例中,通过响应第一显示区域的点选操作或者圈选操作从而实现选中游戏场景中的多个游戏对象,对第一显示区域中游戏对象的选择一直可以持续到对选择控件的操作停止,在此期间,可以重复进行对象的选择操作,当对选择控件的操作停止时,图形用户界面退出选择对象的状态。
下面结合图3对对象选择操作进行进一步地详细介绍,如图3所示,图形用户界面中包含多选控件301,通过长按多选控件301的操作302,控制图形用户界面进入选择对象的状态,进一步地,可以通过在第一显示区域上进行圈选的方式选择游戏对象,例如可以通过圈选操作触发圈选轨迹303,则圈选轨迹303内包含的游戏对象被选中,直至松开对选控件301为止,一直可以进行对象的选择。
本实施例通过提供选择控件,控制图形用户界面进入选择对象的状态,进一步通过圈选或者点选的操作实现对象的选择,能够有效的实现对特定对象的高效选择,并且解决游戏中各操作冲突的问题。
S203、获取各被选中的游戏对象所属的类型。
具体的,通过响应对象选择操作获取到被选择的游戏对象之后,获取各个被选中的对象所属的类型,其中被选中的游戏对象所属的类型根据不同的游戏可以有不同的设计,以战斗类游戏为例,其中被选中的游戏对象所属的类型例如可以为步兵,还例如可以为弓兵等。
可选地,以养成类游戏为例,其中被选中的游戏对象的类型例如可以为围墙,还例如可以为房屋等,本领域技术人员可以理解,被选中的游戏对象的类型可以根据具体的游戏有不同的设计,本申请实施例对此不做限定。
S204、根据各被选中的游戏对象所属的类型,在图形用户界面第二显示区域上显示对象选择控件。
进一步地,被选中的游戏对象的类型可以为一种,也可以为多种,其具体的类型的数量是根据选择操作获取的被选择对象决定的。
在本实施例中,根据被选中的游戏对象的类型在图形用户界面第二显示区域上显示对象选择控件,具体的,若多个游戏对象为同一类型的游戏对象,在对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,第一游戏对象指示器对应不同的游戏对象。
可选地,若多个游戏对象为不同类型的游戏对象,在对象选择控件中显示第二预设数量的第二游戏对象指示器,第二游戏对象指示器对应不同的游戏对象的类型。
通过根据游戏对象所属的类型进行对象选择控件的显示,能够清晰有效的向玩家显示被选中的游戏对象的信息,从而能够使得玩家根据需要进一步地进行特定游戏对象的选择,从而提升了玩家的游戏体验。
在一种可能的实现方式中,第一游戏对象指示器包括第一信息,其中第一信息用于指示游戏对象的预设属性。
具体的,当选中的多个游戏对象为同一类型的游戏对象时,在对象选择控件中显示第一游戏对象指示器,其中第一游戏对象指示器包括第一信息,第一信息用于指示游戏对象的预设属性,其中第一信息例如可以为被选中的 游戏对象的血量,还例如可以为被选中的游戏对象对应的图标等,本申请实施例对第一信息不做特别限制。
下面结合图4对第一游戏对象指示器以及第一信息进行进一步地详细介绍,如图4所示,其中包含部分游戏场景的即为第一选择区域,在左上角显示对象选择控件的即为第二显示区域,图4仅为示例性的介绍,并非唯一的实现方式,本申请实施例对第一选择区域以及第二选择区域的具体设计不做限制。
进一步地,假设当前通过响应对象选择操作在第一显示区域选择了3个游戏对象,被选择的3个游戏对象为同一类型的游戏对象,则对象显示控件401包括3个第一游戏对象指示器,每个游戏对象指示器对应图形用户界面上被选中的一个对象,以其中一个对象信息为例进行说明,假设第一信息包括游戏对象的血量以及图标,则对象显示控件401中显示的第一游戏对象指示器包括游戏对象的图标4011和生存标识4012,对象的图标4011标识了被选择的游戏对象的图标信息,生存标识4012展示了被选择对象的生命状态。
其中,图4中给出的对象选择控件401的设计只是为了示例性的进行说明,并非唯一的实现方式,本申请实施例对对象选择控件401的具体实现方式以及设置位置不做特别限定,进一步地,图4是以被选择的对象所属的种类是一种为例进行说明的,当被选择的对象所属的种类为多种时,其实现方式类似,例如当前选择的对象所属的种类为两种时,可以在对象选择控件中分两行分别对被选择的对象的对象信息进行展示,其中一行例如可以为一个种类,以上只是示例性的进行说明,其余情况下的实现方式类似,此处不再赘述。
可选地,当图形用户界面上的对象被选中时,可以对被选中的游戏对象进行高亮显示或者标识显示,从而使得玩家能够更加直观的观察到被选择的对象,如图4所示,可以采用选中标识402对被选择的游戏单位进行显示,从而向玩家展示当前游戏对象被选中,图4中只是示例性的进行介绍,并非唯一的实现方式,本申请实施例对被选中对象的标识方式不做特别限制。
在一种可能的实现方式中,第二游戏对象指示器包括第二信息以及第三信息,其中第二信息用于指示游戏对象的类型,第三信息用于指示游戏对象的类型中被选中的游戏对象的数量。
具体的,当选中的多个游戏对象为不同类型的游戏对象时,在对象选择控件中显示第二游戏对象指示器,其中第二游戏对象指示器包括第二信息以及第三信息,其中第二信息用于指示对应的游戏对象的类型,第三信息用于指示对应的游戏对象的类型中被选中的游戏对象的数量,其中第一信息例如可以为被选中的游戏对象的类型图标或者名称标识等,其中第三信息例如可以为当前类型下被选中的游戏对象的数量等,本申请实施例对第二信息以及第三信息不做特别限制。
在本实施例中,第三信息例如可以显示在第二信息的下方,还例如可以显示在第二信息的中心位置,本申请实施例对第二对象选择的具体设计以及放置位置不做特别限定。
下面结合图5对第二游戏对象指示器以及第二信息、第三信息进行进一步地详细介绍,如图5所示,假设当前选择的游戏对象的类型为3种,则对象选择控件501中包含3个第二游戏对象指示器,进一步地,在每个第二游戏对象指示器中包括该类型的类型图标以及该类型下对应的所有游戏对象的数量,以其中一个第二游戏对象指示器为例进行说明,假设当前针对该类型的选中的游戏对象的数量为3个,则在该第二游戏对象指示器中显示该类型的类型图标5011以及被选中的多个游戏对象中该类型下对应的所有对象的数量5012,图5中只是示例性的进行介绍,本申请实施例对第二游戏对象指示器的实现方式不做特别限定。
本申请实施例提供的游戏对象选择方法,包括:在图形用户界面上的选择控件被操作时,锁定图形用户界面。响应图形用户界面第一显示区域上的点选操作或圈选操作选中游戏场景中的多个游戏对象,直至对选择控件的操作停止。获取各被选中的游戏对象所属的类型。根据各被选中的游戏对象所属的类型,在图形用户界面第二显示区域上显示对象选择控件。通过选择控件以及第一显示区域的点选操作或圈选操作实现对游戏对象的选择,从而能够有效的实现对特定对象的高效选择,并且解决游戏中各操作冲突的问题,进一步地,根据被选中的游戏对象所属的类型显示对象选择控件,使得玩家能够更加高效的查找到需要的目标对象,并进一步对目标对象进行选择以及控制,从而提升了玩家的游戏体验。
在上述实施例的基础上,若多个游戏对象为不同类型的游戏对象,本申 请实施例提供的对象选择方法还包括:
响应作用于第二游戏对象指示器的第一触摸操作,在对象选择控件中显示第三预设数量的第一游戏对象指示器。可选的,第三预设数量的第一游戏对象指示器对应的游戏对象为同一类型,该类型为第一触摸操作确定的第二游戏对象指示器对应的游戏类型。
具体的,第一触摸操作例如可以为点击操作,还例如可以为双击操作等,本申请实施例对此不做限制,通过响应作用于第二游戏对象指示器的第一触摸操作,可以在对象选择控件中显示第三预设数量的第一游戏对象指示器,其中第三预设数量为当前第二游戏对象指示器对应的游戏对象的类型下包含的具体的该类游戏对象的数量,本申请实施例对第三预设数量的具体数值不做特别限制,第一游戏对象指示器在上述实施例中已经进行了介绍,此处不再赘述。
进一步地,在对象选择控件中显示第三预设数量的第一游戏对象指示器的方式例如可以为,在第一触摸操作对应的第二游戏对象指示器的图标下方展开显示当前游戏类型下包含的所有被选择的游戏对象的第一游戏对象指示器,还例如可以为在当前第二游戏对象指示器的上方覆盖显示当前游戏类型下包含的所有被选择的游戏对象的第一游戏对象指示器等,本申请实施例对此不做限制。
下面结合图6进行详细介绍,图6为本申请实施例提供的游戏对象的选择方法的界面示意图四,如图6所示:
其中包括第二游戏对象指示器601,通过第一触摸操作602对对象选择控件中的第二游戏对象指示器601进行操作,此处假设第一触摸操作602为单击操作,进一步地,在对象选择控件中显示第三预设数量的第一游戏对象指示器,其中第一游戏对象指示器例如可以包括对应的游戏对象的类型图标6031和生存标识6032,在图6给出的示例中,从图中可以看出,第三预设数量为2个,则展示的第一游戏对象指示器即为两个,对应着第一显示区域中选中的第一触摸操作802对应的类型所包含的选中的游戏对象。图6仅为示例性的进行说明,本申请实施例对对象选择控件以及第二游戏对象指示器的具体实现方式不做特别限定。
本申请实施例提供的游戏对象选择方法,通过响应作用于第二游戏对 象指示器的第一触摸操作,进一步在对象选择控件中显示第三预设数量的第一游戏对象指示器,从而使得用户能够更加直观全面的获取到被选中的游戏对象的相关信息,提升用户体验。
在上述实施例的基础上,本申请实施例提供的游戏对象的选择方法还可以第一游戏对象指示器或第二游戏对象指示器进行操作,从而进一步实现对用户想要操作的游戏对象的选择,下面结合图7至图10对本实施例提供的游戏对象的选择方法进行进一步地详细介绍。
图7为本申请实施例提供的游戏对象的选择方法的流程图三,图8为本申请实施例提供的游戏对象的选择方法的界面示意图五,图9为本申请实施例提供的游戏对象的选择方法的流程图四,图10为本申请实施例提供的游戏对象的选择方法的界面示意图六。
首先,针对对第一游戏对象指示器进行操作的过程进行详细介绍:
具体的,响应作用于第一游戏对象指示器的第二触摸操作,选中第一游戏对象指示器对应的游戏对象。
其中,第一游戏对象指示器例如可以为响应作用于第一显示区域的对象选择操作从而得到的第一游戏对象指示器,还例如可以为响应作用于第二游戏对象指示器的第一触摸操作从而得到的第一游戏对象指示器,本申请实施例对此不做限制。
进一步地,通过第二触摸操作在第一游戏对象指示器中选择特定的游戏对象,其中第二触摸操作用于选中特定的游戏对象,还用于对被选择的游戏对象发起具体的控制指令,第二触摸操作例如可以为单击操作,还例如可以为双击操作、拖拽操作等,本申请实施例对第二触摸操作的具体实施方式不做限制。
在对象选择控件中操作的第一游戏对象指示器对应的游戏对象即为目标对象,在本实施例中,目标对象的数量可以是一个,也可以是多个,下面以第二触摸操作为拖拽操作为例进行进一步地详细介绍。
具体的,结合图7进行介绍,如图7所示,响应作用于第一游戏对象指示器的第二触摸操作,选中第一游戏对象指示器对应的游戏对象,包括:
S701、响应作用于第一游戏对象指示器的第一拖拽操作。
S702、根据第一拖拽操作确定第一游戏对象指示器对应的游戏对象。
具体的,针对对象选择控件中的第一游戏对象指示器进行第一拖拽操作,其中第一拖拽操作对应特定的第一游戏对象指示器,根据第一拖拽操作在第一游戏对象指示器中的位置确定对应的目标游戏对象。
S703、选中第一游戏对象指示器对应的游戏对象,根据第一拖拽操作的滑动轨迹控制第一游戏对象指示器对应的游戏对象执行游戏操作。
进一步地,在触发第一拖拽操作的过程中会在图形用户界面产生滑动轨迹,根据单位操作的滑动轨迹进一步控制目标对象执行游戏操作。即将对象选择控件中的第一游戏对象指示器拖拽至目标位置,拖拽过程中会在图形用户界面产生滑动轨迹,根据第一拖拽操作的滑动轨迹进一步控制特定的游戏对象执行游戏操作。
可选地,在执行第一拖拽操作的过程中,第一游戏对象指示器中的游戏对象的图标例如可以跟随滑动轨迹进行移动,还例如可以在原位置不发生移动,本实施例对此不做特别限制。
其中,第一拖拽操作的滑动轨迹不同,所触发的对目标对象的具体控制行为也不同,例如在战争类游戏中,当前选择的游戏对象是步兵,通过第一拖拽操作的滑动轨迹例如可以将步兵的第一游戏对象指示器拖拽至敌方单位对象,从而控制步兵向敌方单位对象发起进攻,又例如可以将步兵的第一游戏对象指示器拖拽至房屋单位对象,从而控制步兵对房屋单位对象进行修整,本领域技术人员可以理解,将特定游戏对象的第一游戏对象指示器拖拽至不同的目标位置触发的操作可以根据具体的游戏提前进行预设,本申请实施例对此不做限制。
下面与图8为例进行详细介绍,如图8所示,假设当前存在3个被选中的游戏对象,通过对象选择控件选择了特定游戏对象的第一游戏对象指示器8011,其中特定游戏对象的第一游戏对象指示器8011在第一显示区域上对应目标游戏对象8012,例如可以通过第一推拽操作将特定游戏对象的第一游戏对象指示器8011拖拽至房屋单位对象,此时根据产生的滑动轨迹8031可以控制目标对象8012前往房屋单位对象所在的位置,对房屋单位对象进行修整等操作。
可选地,还例如可以通过第一拖拽操作将特定游戏对象的图标8011拖拽至树木单位对象,此时根据产生的滑动轨迹8032可以控制目标游戏对象8012 前往树木单位对象所在的位置,对树木单位对象进行砍伐等操作,图8只是示例性的进行说明,并非唯一的实现方式,本实施例响应作用于第一游戏对象指示器的第二触摸操作,选中第一游戏对象指示器对应的游戏对象的具体实现方式不做特别限制。
以上是针对响应作用于第一显示区域的对象选择操作从而得到的第一游戏对象指示器进行操作进行的介绍,当第一游戏对象指示器为响应作用于第二游戏对象指示器的第一触摸操作而得到时,其实现方式类似,此处不再赘述。
其次,针对对第二游戏对象指示器进行操作的过程进行详细介绍:
具体的,响应作用于第二游戏对象指示器的第三触摸操作,选中第二游戏对象指示器对应的类型的游戏对象。
其中,第三触摸操作例如可以为双击操作或者拖拽操作等,但是第三触摸操作与第一触摸操作不同,例如当第一触摸操作为单击操作时,则第三触摸操作可以为除单击操作之外的任何操作,以上仅为示例性的介绍,本申请实施例对第三触摸操作的具体实现方式不做限制,只要与第一触摸操作进行区分即可。
进一步地,通过第三触摸操作在第二游戏对象指示器中选择特定的游戏类型对应的游戏对象,其中第三触摸操作用于选中特定的类型对应的游戏对象,还用于对被选择的游戏对象发起具体的控制指令。下面以第三触摸操作为第二拖拽操作为例进行进一步地详细介绍。
具体的,结合图9进行介绍,如图9所示,响应作用于第二游戏对象指示器的第三触摸操作,选中第二游戏对象指示器对应的类型的游戏对象,包括:
S901、响应作用于第二游戏对象指示器的第二拖拽操作。
S902、根据第二拖拽操作确定第二游戏对象指示器对应的类型的全部游戏对象。
具体的,针对对象选择控件中的第二游戏对象指示器进行第二拖拽操作,其中第二拖拽操作对应特定的第二游戏对象指示器,根据第二拖拽操作在第二游戏对象指示器中的位置确定对应的目标游戏对象。
S903、选中第二游戏对象指示器对应的类型的全部游戏对象,根据第二 拖拽操作的滑动轨迹控制第二游戏对象指示器对应的类型的全部游戏对象执行游戏操作。
具体的,第二游戏对象指示器对应被选中的游戏对象的某一个类型,通过对第二游戏对象指示器进行第二拖拽操作,可以实现对该第二游戏对象指示器对应的游戏类型下所有被选中的游戏对象的选择以及控制。
下面结合图10对进行详细介绍,如图10所示,通过第二拖拽操作1002选择了其中一个第二游戏对象指示器10011,假设该第二游戏对象指示器10011对应的游戏类型为图10中给出的目标对象10012的游戏类型,进一步地,第二拖拽操作1002在图形用户界面触发滑动轨迹,根据滑动轨迹控制特定的游戏类型下的全部游戏对象执行游戏操作,在图10给出的示例中,第二游戏对象指示器10011对应的类型的全部游戏对象即为第一显示区域中的多个目标游戏对象10012,则例如根据滑动轨迹10031控制多个目标游戏对象10012到达敌方单位对象所在的位置并向敌方单位发起进攻,还例如可以根据滑动轨迹10032控制多个目标游戏对象10012到达房屋单位对象所在的位置并在房屋中进行修炼等。
图10仅为示例性的进行介绍,本申请实施例对象选择控件的具体实现方式不做特别限制,进一步的,本领域技术人员可以理解,通过第二拖拽操作将第二游戏对象指示器拖动至不同的位置可以触发不同的预设操作,本申请实施例对此不做限定。
本申请实施例提供的游戏对象选择方法,通过响应作用于第一游戏对象指示器的第二触摸操作,选中第一游戏对象指示器对应的游戏对象,从而通过第二触摸操作对特定的游戏对象进行选择以及控制,从而能够实现玩家高效的选择目标对象,并进一步实现对目标对象的操作。进一步地,通过响应作用于第二游戏对象指示器的第三触摸操作,选中第二游戏对象指示器对应的类型的游戏对象,从而可以实现对第二游戏对象指示器对应的类型下所有被选中的游戏对象的选择以及控制,通过提供对第二游戏对象指示器的操作以及对对应类型的全部游戏类型的选择,从而能够实现精确高效的选择某个类型的游戏对象,从而提升玩家的游戏体验。
在上述实施例的基础上,本申请实施例提供的游戏对象的选择方法,还包括:获取通过操作种类控件触发的取消操作;根据取消操作,在图形用户 界面上删除所述对象选择控件。
具体的,本申请实施例还提供种类控件,其中种类用于对被选择的对象进行控制,其中种类控件例如可以包括取消控件,还例如可以包括全选控件等,本申请实施例对种类控件不做特别限制,进一步地,通过操作种类控件可以触发取消操作,其中触发的方式例如可以为长按待取消选择的游戏对象对应的第一游戏对象指示器或第二游戏对象指示器,还例如可以为将待取消选择的游戏对象的第一游戏对象指示器或第二游戏对象指示器拖拽至对应的种类控件上,本申请实施例对触发取消操作的实现方式不做特别限制。
进一步地,根据取消操作可以使得待取消选择的游戏对象变为未选中的状态,从而可以在对象选择控件中删除对应的第一游戏对象指示器或第二游戏对象指示器。
通过设置种类控件触发取消操作,从而可以使得在玩家因误操作而选择了不想选择的游戏对象时,通过取消操作取消对误选择的游戏对象的选择,进一步使得玩家能够更加精确高效的选择目标游戏对象。
在上述实施例的基础上,可选地,触发取消操作的方式为获取第一游戏对象指示器被拖至取消控件触发的取消操作。
通过获取第一游戏对象指示器被拖至取消控件触发的取消操作,可以高效便捷的实现对误选择的游戏对象的取消选择,从而使得游戏更加具有灵活性。
在上述实施例的基础上,进一步地,本申请实施例提供的方法还包括:获取通过操作提示控件触发的取消操作;根据取消操作,在图形用户界面上删除对象选择控件。
具体的,当玩家想要实现对所有被选择的游戏对象均取消选择时,可调通过操作提示控件触发取消操作,具体的,选择控件中例如可以包括全部取消控件,还例如可以包括全选控件以及取消控件,则触发取消操作的方式例如可以为点击全部取消控件,还例如可以为将圈选控件拖拽至取消控件上,从而触发取消操作,本申请实施例对触发取消操作的具体实现方式不做限制。
进一步地,根据取消操作可以在图形用户界面上删除对象选择控件,并且对所有被选择的对象均取消选择。
下面结合图11对取消操作进行详细说明,图11为本申请实施例提供的 游戏对象的选择方法的界面示意图七,如图11所示,包括:取消控件1101,假设当前待取消选择的游戏对象对应为第二游戏对象指示器1102,其在图中对应的待取消选择的游戏对象为1107,此时通过取消操作1104将第二游戏对象指示器1102拖动至取消控件1101,在用户图形界面上触发滑动轨迹1103,从而触发取消操作,实现对待取消选择的游戏对象的状态的改变,如图11所示,待取消选择的对象1107变为未选择的状态。
可选地,图11中还包括全选控件1105,通过将全选控件1105通过取消操作拖动至取消控件1101,在图形用户界面上触发滑动轨迹1106,从而触发取消操作,实现对全部被选中的游戏对象的取消选择,并相应的删除对象选择控件,在图11给出的示例中,为了说明,对象选择控件并未删除,从图11中可以看出,所有的被选择对象均实现了取消选择。
综上所述,本申请实施例提供的种类控件能够触发取消操作,从而实现对特定对象的取消选择以及对所有被选择对象的取消选择,提升了游戏的操作的灵活性。
在上述实施例的基础上,本申请实施例提供的游戏对象的选择方法在响应作用于图形用户界面第一显示区域的对象选择操作时,包括:
在图形用户界面上的选择控件被操作时,根据图形用户界面上的选择操作获取被选择的对象。
具体的,图形用户界面上的选择控件例如可以包括多选控件,通过点击多选控件或者长按多选控件,控制图形用户界面进入选择对象的状态,进一步在图形用户界面通过单击操作或者双击操作等一系列选择操作获取被选择的对象,本申请实施例对获取被选择对象的方式不做特别限制。
通过操作选择控件实现对被选择对象的选择,能够解决游戏的输入设备和显示设备重叠,导致的多种操作方式冲突的问题,当图形用户界面处于选择对象的状态时,就仅仅只接受对象选择的输入,与其余的输入指令不发生矛盾,实现了游戏控制的扩展。
图12为本申请实施例提供的游戏对象的选择装置的结构示意图一。如图12所示,该游戏对象的选择装置120包括:选中模块1201以及显示模块1202。
选中模块1201,用于响应作用于图形用户界面第一显示区域的对象选择操作,选中游戏场景中的多个游戏对象。
显示模块1202,用于在图形用户界面第二显示区域显示对象选择控件;
若多个游戏对象为同一类型的游戏对象,在对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,第一游戏对象指示器对应不同的游戏对象;
若多个游戏对象为不同类型的游戏对象,在对象选择控件中显示第二预设数量的第二游戏对象指示器,第二游戏对象指示器对应不同的游戏对象的类型。
可选地,若多个游戏对象为不同类型的游戏对象,显示模块1202还用于:
响应作用于第二游戏对象指示器的第一触摸操作,在对象选择控件中显示第三预设数量的第一游戏对象指示器。
可选地,选中模块1201还用于:
响应作用于第一游戏对象指示器的第二触摸操作,选中第一游戏对象指示器对应的游戏对象;或者
响应作用于第二游戏对象指示器的第三触摸操作,选中第二游戏对象指示器对应的类型的游戏对象。
可选地,第一游戏对象指示器包括第一信息,其中第一信息用于指示游戏对象的预设属性;
第二游戏对象指示器包括第二信息以及第三信息,其中第二信息用于指示对应的游戏对象的类型,第三信息用于指示对应的游戏对象的类型中被选中的游戏对象的数量。
可选地,选中模块1201具体用于:
响应作用于第一游戏对象指示器的第一拖拽操作;
根据第一拖拽操作确定第一游戏对象指示器对应的游戏对象;
选中第一游戏对象指示器对应的游戏对象,根据第一拖拽操作的滑动轨迹控制第一游戏对象指示器对应的游戏对象执行游戏操作。
可选地,选中模块1201具体用于:
响应作用于第二游戏对象指示器的第二拖拽操作;
根据第二拖拽操作确定第二游戏对象指示器对应的类型的全部游戏对象;
选中第二游戏对象指示器对应的类型的全部游戏对象,根据第二拖拽操作的滑动轨迹控制第二游戏对象指示器对应的类型的全部游戏对象执行游戏 操作。
本实施例提供的装置,可用于执行上述方法实施例的技术方案,其实现原理和技术效果类似,本实施例此处不再赘述。
图13为本申请实施例提供的游戏对象的选择装置的结构示意图二。如图13所示,本实施例在图12实施例的基础上,若多个游戏对象为同一类型的游戏对象,还包括:取消模块1303。
取消模块1303,用于获取通过操作第一游戏对象指示器触发的取消操作;
根据取消操作,在对象选择控件中删除取消操作对应的第一游戏对象指示器。
可选地,取消模块1303具体用于:
获取第一游戏对象指示器被拖至取消控件触发的取消操作。
可选地,选中模块1301还用于:
获取通过操作提示控件触发的取消操作;
根据取消操作,在图形用户界面上删除对象选择控件。
可选地,选中模块1301具体用于:
在图形用户界面上的选择控件被操作时,锁定图形用户界面;
响应图形用户界面第一显示区域上的点选操作或圈选操作选中游戏场景中的多个游戏对象,直至对选择控件的操作停止。
可选地,选中模块1301具体用于:
获取各被选中的游戏对象所属的类型;
根据各被选中的游戏对象所属的类型,在图形用户界面第二显示区域上显示对象选择控件。
本实施例提供的装置,可用于执行上述方法实施例的技术方案,其实现原理和技术效果类似,本实施例此处不再赘述。
图14为本申请实施例提供的游戏对象的选择设备的硬件结构示意图,如图14所示,本实施例的设备140包括:处理器1401以及存储器1402;其中,
存储器1402,用于存储计算机执行指令;
处理器1401,用于执行存储器存储的计算机执行指令,以实现上述实施例中游戏对象的选择装置所执行的各个步骤。具体可以参见前述方法实施例中的相关描述。
可选地,存储器1402既可以是独立的,也可以跟处理器1401集成在一起。
当存储器142独立设置时,该游戏对象的选择设备还包括总线1403,用于连接所述存储器1402和处理器1401。
本申请实施例还提供一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机执行指令,当处理器执行所述计算机执行指令时,实现如上预约车辆识别设备所执行的游戏对象的选择方法。
在本申请所提供的几个实施例中,应该理解到,所揭露的设备和方法,可以通过其它的方式实现。例如,以上所描述的设备实施例仅仅是示意性的,例如,所述模块的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个模块可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或模块的间接耦合或通信连接,可以是电性,机械或其它的形式。
上述以软件功能模块的形式实现的集成的模块,可以存储在一个计算机可读取存储介质中。上述软件功能模块存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)或处理器(英文:processor)执行本申请各个实施例所述方法的部分步骤。
应理解,上述处理器可以是中央处理单元(英文:Central Processing Unit,简称:CPU),还可以是其他通用处理器、数字信号处理器(英文:Digital Signal Processor,简称:DSP)、专用集成电路(英文:Application Specific Integrated Circuit,简称:ASIC)等。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合发明所公开的方法的步骤可以直接体现为硬件处理器执行完成,或者用处理器中的硬件及软件模块组合执行完成。
存储器可能包含高速RAM存储器,也可能还包括非易失性存储NVM,例如至少一个磁盘存储器,还可以为U盘、移动硬盘、只读存储器、磁盘或光盘等。
总线可以是工业标准体系结构(Industry Standard Architecture,ISA)总线、外部设备互连(Peripheral Component,PCI)总线或扩展工业标准体系结构(Extended Industry Standard Architecture,EISA)总线等。总线可以分为地 址总线、数据总线、控制总线等。为便于表示,本申请附图中的总线并不限定仅有一根总线或一种类型的总线。
上述存储介质可以是由任何类型的易失性或非易失性存储设备或者它们的组合实现,如静态随机存取存储器(SRAM),电可擦除可编程只读存储器(EEPROM),可擦除可编程只读存储器(EPROM),可编程只读存储器(PROM),只读存储器(ROM),磁存储器,快闪存储器,磁盘或光盘。存储介质可以是通用或专用计算机能够存取的任何可用介质。
本领域普通技术人员可以理解:实现上述各方法实施例的全部或部分步骤可以通过程序指令相关的硬件来完成。前述的程序可以存储于一计算机可读取存储介质中。该程序在执行时,执行包括上述各方法实施例的步骤;而前述的存储介质包括:ROM、RAM、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上各实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述各实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分或者全部技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本申请各实施例技术方案的范围。
Claims (30)
- 一种游戏对象的选择方法,应用于可渲染一图形用户界面的终端,所述图形用户界面包括第一显示区域和第二显示区域,所述第一显示区域包含至少部分游戏场景,包括:响应作用于所述图形用户界面第一显示区域的对象选择操作,选中所述游戏场景中的多个游戏对象;在所述图形用户界面第二显示区域显示对象选择控件;若所述多个游戏对象为同一类型的游戏对象,在所述对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,所述第一游戏对象指示器对应不同的游戏对象;若所述多个游戏对象为不同类型的游戏对象,在所述对象选择控件中显示第二预设数量的第二游戏对象指示器,所述第二游戏对象指示器对应不同的游戏对象的类型。
- 根据权利要求1所述的方法,其中,若所述多个游戏对象为不同类型的游戏对象,所述方法还包括:响应作用于所述第二游戏对象指示器的第一触摸操作,在所述对象选择控件中显示第三预设数量的所述第一游戏对象指示器。
- 根据权利要求1或2所述的方法,其中,所述方法还包括:响应作用于所述第一游戏对象指示器的第二触摸操作,选中所述第一游戏对象指示器对应的所述游戏对象;或者响应作用于所述第二游戏对象指示器的第三触摸操作,选中所述第二游戏对象指示器对应的所述类型的所述游戏对象。
- 根据权利要求3所述的方法,其中,所述第一游戏对象指示器包括第一信息,其中所述第一信息用于指示所述游戏对象的预设属性;所述第二游戏对象指示器包括第二信息以及第三信息,其中所述第二信息用于指示对应的所述游戏对象的类型,所述第三信息用于指示对应的所述游戏对象的类型中被选中的游戏对象的数量。
- 根据权利要求4所述的方法,其中,所述响应作用于所述第一游戏对象指示器的第二触摸操作,选中所述第一游戏对象指示器对应的所述游戏对象,包括:响应作用于所述第一游戏对象指示器的第一拖拽操作;根据所述第一拖拽操作确定所述第一游戏对象指示器对应的所述游戏对象;选中所述第一游戏对象指示器对应的所述游戏对象,根据所述第一拖拽操作的滑动轨迹控制所述第一游戏对象指示器对应的所述游戏对象执行游戏操作。
- 根据权利要求4所述的方法,其中,所述响应作用于所述第二游戏对象指示器的第三触摸操作,选中所述第二游戏对象指示器对应的所述类型的所述游戏对象,包括:响应作用于所述第二游戏对象指示器的第二拖拽操作;根据所述第二拖拽操作确定所述第二游戏对象指示器对应的所述类型的全部游戏对象;选中所述第二游戏对象指示器对应的所述类型的全部游戏对象,根据所述第二拖拽操作的滑动轨迹控制所述第二游戏对象指示器对应的所述类型的全部游戏对象执行游戏操作。
- 根据权利要求4所述的方法,其中,若所述多个游戏对象为同一类型的游戏对象,所述方法还包括:获取通过操作所述第一游戏对象指示器触发的取消操作;根据所述取消操作,在所述对象选择控件中删除所述取消操作对应的第一游戏对象指示器。
- 根据权利要求7所述的方法,其中,所述获取通过操作所述第一游戏对象指示器触发的取消操作,包括:获取所述第一游戏对象指示器被拖至取消控件触发的所述取消操作。
- 根据权利要求4所述的方法,其特征在于,所述方法还包括:获取通过操作提示控件触发的取消操作;根据所述取消操作,在所述图形用户界面上删除所述对象选择控件。
- 根据权利要求1所述的方法,其中,所述响应作用于所述图形用户界面第一显示区域的对象选择操作,选中所述游戏场景中的多个游戏对象,包括:在所述图形用户界面上的选择控件被操作时,锁定所述图形用户界面;响应所述图形用户界面第一显示区域上的点选操作或圈选操作选中所述游戏场景中的多个游戏对象,直至对所述选择控件的操作停止。
- 根据权利要求1所述的方法,其中,所述在所述图形用户界面第二显示区域显示对象选择控件,包括:获取各被选中的所述游戏对象所属的类型;根据各被选中的所述游戏对象所属的类型,在所述图形用户界面第二显示区域上显示对象选择控件。
- 根据权利要求1所述的方法,其特征在于,所述第一预设数量小于或等于选中的游戏对象的数量。
- 根据权利要求1所述的方法,其特征在于,所述第二预设数量小于或等于选中的游戏对象的类型数量。
- 根据权利要求2所述的方法,其特征在于,所述第三预设数量为所述第二游戏对象指示器对应的游戏对象的类型下包含的游戏对象的数量。
- 一种游戏对象的选择装置,应用于可渲染一图形用户界面的终端,所述图形用户界面包括第一显示区域和第二显示区域,所述第一显示区域包含至少部分游戏场景,包括:选中模块,设置为响应作用于所述图形用户界面第一显示区域的对象选择操作,选中所述游戏场景中的多个游戏对象;显示模块,设置为在所述图形用户界面第二显示区域显示对象选择控件;若所述多个游戏对象为同一类型的游戏对象,在所述对象选择控件中显示第一预设数量的第一游戏对象指示器,其中,所述第一游戏对象指示器对应不同的游戏对象;若所述多个游戏对象为不同类型的游戏对象,在所述对象选择控件中显示第二预设数量的第二游戏对象指示器,所述第二游戏对象指示器对应不同的游戏对象的类型。
- 根据权利要求15所述的装置,其中,若所述多个游戏对象为不同类型的游戏对象,所述显示模块还设置为:响应作用于所述第二游戏对象指示器的第一触摸操作,在所述对象选择控件中显示第三预设数量的所述第一游戏对象指示器。
- 根据权利要求15或16所述的装置,其中,所述选中模块还设置为:响应作用于所述第一游戏对象指示器的第二触摸操作,选中所述第一游戏对象指示器对应的所述游戏对象;或者响应作用于所述第二游戏对象指示器的第三触摸操作,选中所述第二游戏对象指示器对应的所述类型的所述游戏对象。
- 根据权利要求17所述的装置,其中,所述第一游戏对象指示器包括第一信息,其中所述第一信息用于指示所述游戏对象的预设属性;所述第二游戏对象指示器包括第二信息以及第三信息,其中所述第二信息用于指示对应的所述游戏对象的类型,所述第三信息用于指示对应的所述游戏对象的类型中被选中的游戏对象的数量。
- 根据权利要求18所述的装置,其中,所述选中模块具体用于:响应作用于所述第一游戏对象指示器的第一拖拽操作;根据所述第一拖拽操作确定所述第一游戏对象指示器对应的所述游戏对象;选中所述第一游戏对象指示器对应的所述游戏对象,根据所述第一拖拽操作的滑动轨迹控制所述第一游戏对象指示器对应的所述游戏对象执行游戏操作。
- 根据权利要求18所述的装置,其中,所述选中模块设置为:响应作用于所述第二游戏对象指示器的第二拖拽操作;根据所述第二拖拽操作确定所述第二游戏对象指示器对应的所述类型的全部游戏对象;选中所述第二游戏对象指示器对应的所述类型的全部游戏对象,根据所述第二拖拽操作的滑动轨迹控制所述第二游戏对象指示器对应的所述类型的全部游戏对象执行游戏操作。
- 根据权利要求18所述的装置,其中,若所述多个游戏对象为同一类型的游戏对象,还包括:取消模块;所述取消模块,设置为获取通过操作所述第一游戏对象指示器触发的取消操作;根据所述取消操作,在所述对象选择控件中删除所述取消操作对应的第一游戏对象指示器。
- 根据权利要求21所述的装置,其中,所述取消模块设置为:获取所述第一游戏对象指示器被拖至取消控件触发的所述取消操作。
- 根据权利要求18所述的装置,其中,所述选中模块还设置为:获取通过操作提示控件触发的取消操作;根据所述取消操作,在所述图形用户界面上删除所述对象选择控件。
- 根据权利要求15所述的装置,其中,所述选中模块设置为:在所述图形用户界面上的选择控件被操作时,锁定所述图形用户界面;响应所述图形用户界面第一显示区域上的点选操作或圈选操作选中所述游戏场景中的多个游戏对象,直至对所述选择控件的操作停止。
- 根据权利要求15所述的装置,其中,所述选中模块设置为:获取各被选中的所述游戏对象所属的类型;根据各被选中的所述游戏对象所属的类型,在所述图形用户界面第二显示区域上显示对象选择控件。
- 根据权利要求15所述的装置,其特征在于,所述第一预设数量小于或等于选中的游戏对象的数量。
- 根据权利要求15所述的装置,其特征在于,所述第二预设数量小于或等于选中的游戏对象的类型数量。
- 根据权利要求16所述的装置,其特征在于,所述第三预设数量为所述第二游戏对象指示器对应的游戏对象的类型下包含的游戏对象的数量。
- 一种游戏对象的选择设备,包括:存储器,用于存储程序;处理器,用于执行所述存储器存储的所述程序,当所述程序被执行时,所述处理器用于执行如权利要求1至14中任一所述的方法。
- 一种计算机可读存储介质,包括指令,当其在计算机上运行时,使得计算机执行如权利要求1至14中任一所述的方法。
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| CN110215695B (zh) * | 2019-07-04 | 2023-03-24 | 网易(杭州)网络有限公司 | 游戏对象选择方法及装置 |
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