WO2023279884A1 - 虚拟场景中虚拟技能的控制方法、装置、设备、介质及程序产品 - Google Patents

虚拟场景中虚拟技能的控制方法、装置、设备、介质及程序产品 Download PDF

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Publication number
WO2023279884A1
WO2023279884A1 PCT/CN2022/095187 CN2022095187W WO2023279884A1 WO 2023279884 A1 WO2023279884 A1 WO 2023279884A1 CN 2022095187 W CN2022095187 W CN 2022095187W WO 2023279884 A1 WO2023279884 A1 WO 2023279884A1
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WIPO (PCT)
Prior art keywords
skill
virtual
virtual object
controlling
target
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/CN2022/095187
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English (en)
French (fr)
Chinese (zh)
Inventor
郑宇�
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to JP2023561215A priority Critical patent/JP7723111B2/ja
Publication of WO2023279884A1 publication Critical patent/WO2023279884A1/zh
Priority to US18/352,335 priority patent/US12544663B2/en
Anticipated expiration legal-status Critical
Priority to JP2025126419A priority patent/JP2025156401A/ja
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
    • A63F13/40Processing 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car

Definitions

  • the present application relates to computer processing and human-computer interaction technology, and in particular to a method, device, equipment, computer-readable storage medium and computer program product for controlling virtual skills in a virtual scene.
  • the virtual skills can be released through the control of the joystick device, assisting players to interact with them.
  • the enemy interacts.
  • the release position or direction of the virtual skill can be controlled. For example, when the skill mark corresponding to the virtual skill is aimed at the target, the virtual skill can be released to act on the target.
  • Embodiments of the present application provide a method, device, device, and computer-readable storage medium for controlling virtual skills in a virtual scene, which can improve targeting efficiency, human-computer interaction efficiency, and hardware resource utilization.
  • An embodiment of the present application provides a method for controlling virtual skills in a virtual scene, including:
  • the electronic device presents a first virtual object in the virtual scene and a skill identification of a virtual skill possessed by the first virtual object;
  • control the skill token when there is a second virtual object in the target area of the virtual scene, control the skill token to be attached to the second virtual object, and when the virtual skill is attached to the second virtual object in the skill token, When the process of the second virtual object is released, the control virtual skill acts on the second virtual object.
  • An embodiment of the present application provides a control device for virtual skills in a virtual scene, including:
  • An auxiliary presentation module configured to present the first virtual object in the virtual scene and the skill identification of the virtual skill possessed by the first virtual object
  • a movement control module configured to control the skill token to move in the virtual scene in response to a movement instruction for the skill token, wherein the movement instruction is triggered by a joystick device;
  • the adsorption control module is configured to control the skill logo to be adsorbed to the second virtual object when there is a second virtual object in the target area in the virtual scene during the movement of the skill logo, and when the virtual skill is in the When the skill token is released during the process of being attached to the second virtual object, the control virtual skill acts on the second virtual object.
  • An embodiment of the present application provides an electronic device, including:
  • memory configured to store executable instructions
  • the processor is configured to implement the method for controlling a virtual skill in a virtual scene provided by the embodiment of the present application when executing the executable instruction stored in the memory.
  • the embodiment of the present application provides a computer-readable storage medium, which stores executable instructions for causing a processor to implement the method for controlling virtual skills in a virtual scene provided by the embodiment of the present application.
  • the embodiment of the present application also provides a computer program product, including computer programs or instructions.
  • the computer program or instructions are executed by a processor, the method for controlling virtual skills in a virtual scene provided by the embodiments of the present application is implemented.
  • the control skill logo When the skill logo is controlled to move in the virtual scene through the joystick device, when there is a second virtual object at the target area of the virtual skill, the control skill logo is attached to the second virtual object, and when the virtual skill is attached to the second virtual object in the skill logo When the object is released during the process, the control virtual skill acts on the second virtual object; in this way, the skill logo is automatically adsorbed to the target through the control of the joystick device, which realizes precise aiming of the target, improves the aiming accuracy, and greatly reduces the number of players The number of interactions performed to achieve the purpose of targeting improves the efficiency of human-computer interaction and the utilization of hardware resources, and at the same time brings users a more controllable experience.
  • FIG. 1 is a schematic diagram of an aiming interface of a virtual scene provided by an embodiment of the present application
  • 2A-2D are schematic diagrams of the application mode of the method for controlling the virtual skills of the virtual scene provided by the embodiment of the present application;
  • FIG. 3 is a schematic structural diagram of an electronic device provided in an embodiment of the present application.
  • FIG. 4 is a schematic flowchart of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application
  • FIG. 5 is a schematic diagram of an aiming assistance mode setting interface provided by an embodiment of the present application.
  • Fig. 6 is a schematic diagram of the principle of the indicator adsorption target provided by the embodiment of the present application.
  • Fig. 7 is a schematic diagram of the display interface of the indicator adsorption target provided by the embodiment of the present application.
  • FIG. 8 is a schematic flowchart of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application.
  • Figure 9 is a schematic diagram of the determination of the adsorption target provided by the embodiment of the present application.
  • Figure 10 is a schematic diagram of the principle of the indicator adsorption target provided by the embodiment of the present application.
  • Fig. 11 is a schematic diagram of the display interface of the indicator adsorption target provided by the embodiment of the present application.
  • FIG. 12 is a schematic flowchart of a method for controlling virtual skills in a virtual scene provided by an embodiment of the present application.
  • Figure 13 is a schematic diagram of the determination of the adsorption target provided by the embodiment of the present application.
  • FIG. 14 is a schematic structural diagram of a device for controlling virtual skills in a virtual scene provided by an embodiment of the present application.
  • first ⁇ second is only used to distinguish similar objects, and does not represent a specific ordering of objects. Understandably, “first ⁇ second" is allowed The specific order or sequencing may be interchanged such that the embodiments of the application described herein can be practiced in sequences other than those illustrated or described herein.
  • Client an application running on a terminal to provide various services, such as a video playback client, a game client, and the like.
  • Response is used to represent the condition or state on which the executed operation depends.
  • one or more operations to be executed may be real-time or have a set delay; Unless otherwise specified, there is no restriction on the order in which the operations are performed.
  • the virtual scene is the virtual scene displayed (or provided) when the application program is running on the terminal.
  • the virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictional virtual environment, or a pure fiction virtual environment.
  • the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the embodiment of the present application does not limit the dimensions of the virtual scene.
  • the three-dimensional virtual space can be an open space
  • the virtual scene can be used to simulate a real environment in reality.
  • the virtual scene can include sky, land, ocean, etc.
  • the Land can include deserts, cities, and other environmental elements.
  • virtual items can also be included in the virtual scene, for example, buildings, vehicles, virtual objects in the virtual scene are used to arm themselves or props such as weapons required for fighting with other virtual objects, and the virtual scene can also be It is used to simulate the real environment under different weathers, such as sunny, rainy, foggy or dark weather. The user can control the virtual object to move in the virtual scene.
  • the movable object may be a virtual character, a virtual animal, an animation character, etc., such as: a character, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a virtual scene.
  • the virtual object may be a virtual avatar representing the user in the virtual scene.
  • the virtual scene may include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
  • the virtual object can be a user character controlled by an operation on the client, or an artificial intelligence (AI, Artificial Intelligence) set in a virtual scene battle through training, or an artificial intelligence (AI) set in a virtual scene.
  • AI Artificial Intelligence
  • NPC Non-Player Character
  • the virtual object may be a virtual character performing confrontational interaction in a virtual scene.
  • the number of virtual objects participating in the interaction in the virtual scene may be preset, or dynamically determined according to the number of clients participating in the interaction.
  • the user can control the virtual object to fall freely in the sky of the virtual scene, glide or open the parachute to fall, etc., run, jump, crawl, bend forward, etc. on the land, and can also control The virtual object swims, floats or dives in the ocean.
  • the user can also control the virtual object to move in the virtual scene on a virtual vehicle.
  • the virtual vehicle can be a virtual car, a virtual aircraft, a virtual yacht, etc.
  • the above-mentioned scenario is used as an example, and this embodiment of the present application does not limit it.
  • Users can also control virtual objects to interact with other virtual objects through virtual props or virtual skills.
  • the virtual props can be throwing virtual props such as grenades, cluster mines, and sticky grenades, or machine guns, pistols, and rifles.
  • the virtual skills can be offensive skills, defensive skills and other types, this application does not limit the type of control of virtual props or virtual skills in the virtual scene.
  • Virtual skills various special functions that can assist the target virtual object to interact with other virtual objects in the virtual scene.
  • virtual skills such as attack skills that assist the target virtual object to attack other virtual objects, or assist the target Virtual objects defend against other virtual objects' defensive skills, etc.
  • Each virtual skill has a corresponding release condition.
  • a point-selection virtual skill is a skill that requires the player to select an action point on the map of the virtual scene, at which point the player can release a successful skill
  • a directional skill is a skill that needs to move toward the player A certain direction of movement can release successful skills.
  • the joystick device may be 25 degrees. A certain value between degrees -35 degrees, but it is difficult to accurately locate the direction of 30 degrees, resulting in an angular deviation of the aiming target.
  • Figure 1 is a schematic diagram of the aiming interface of the virtual scene provided by the embodiment of the present application.
  • the physical mechanism of the joystick device itself causes the control
  • the skill logo locates the target, aiming quickly and accurately cannot be unified, and the player cannot directly perceive the position of the skill logo on the screen through the joystick device.
  • the embodiments of the present application provide a method, device, device, and computer-readable storage medium for controlling virtual skills in a virtual scene, which can quickly and accurately locate a target, and improve targeting efficiency for the target.
  • the exemplary application of the electronic device provided by the embodiment of the present application is described below.
  • the electronic device provided by the embodiment of the present application can be implemented as a notebook computer, a tablet computer, a desktop computer, a set-top box, a mobile device (such as a mobile phone, a portable music player, a personal various types of user terminals such as digital assistants, portable game devices, etc.
  • a mobile device such as a mobile phone, a portable music player, a personal various types of user terminals such as digital assistants, portable game devices, etc.
  • the virtual scene It can be an environment for virtual objects to interact, for example, it can be used for virtual objects to fight in a virtual scene.
  • two-way interaction can be carried out in the virtual scene, so that users can relieve life pressure during the game.
  • FIG. 2A is a schematic diagram of the application mode of the virtual skill control method of the virtual scene provided by the embodiment of the present application.
  • the virtual scene can be output completely based on the terminal. It consists of a rocker device 120, wherein a virtual scene runs on the display device 200, and the display screen is used to output the virtual scene.
  • the rocker device 120 includes at least one rocker, at least one key and a processor for data processing (such as a handle), the joystick device 120 is used to control the virtual objects and virtual skills in the virtual scene displayed on the display screen; the virtual scene is an environment for virtual objects to interact, for example, it can be a plain for virtual objects to fight against , streets, valleys, etc.; the virtual object can be a character image controlled by the user (or player), that is, the virtual object is controlled by the real user, and will respond to the push operation of the joystick device 120 by the real user in the virtual scene operate.
  • the first virtual object (the virtual object corresponding to the current login account) and the corresponding button that the first virtual object has will appear in the virtual scene picture displayed on the display screen 110.
  • the skill mark of the corresponding virtual skill when the player controls the skill mark by pushing the joystick in the joystick device 120, the terminal 100 responds to the push operation, and controls the skill mark to move toward the moving direction indicated by the push operation;
  • the control skill mark is adsorbed to the second virtual object, so as to act on the second virtual object when the virtual skill is released.
  • FIG. 2B is a schematic diagram of the application mode of the virtual skill control method of the virtual scene provided by the embodiment of the present application.
  • the virtual scene can be output based on the cooperation of the terminal 100 and the display device 200, wherein , the terminal 100 is composed of a display screen 110 and a rocker device 120, the rocker device 120 includes at least one rocker, at least one button and a processor device (such as a handle) for data processing, and the rocker device 120 can be detached from the terminal 100
  • the virtual scene is output by means of the removed joystick device 120 and display device 200, wherein the joystick device 120 is used to control the virtual objects and virtual skills in the virtual scene displayed by the display device, and the display device 200 is capable of displaying Devices for virtual scene images, including but not limited to: TV sets, notebook computers, tablet computers, desktop computers, etc.
  • the terminal 100 and the display device 200 are connected through a network, and the network can be a wide area network or a local area network,
  • the joystick device 120 of the terminal 100 is separated from the display screen, and after the joystick device generates control information, it sends a control command to the display device 200, and the display device 200 outputs a corresponding virtual scene based on the control command.
  • the environment where virtual objects interact for example, can be plains, streets, valleys, etc. for virtual objects to fight; virtual objects can be characters controlled by users (or players), that is, virtual objects are controlled by real users, The virtual scene will be operated in response to the real user's push operation on the joystick device 120 .
  • the joystick device 120 when a real user selects a button in the joystick device 120, the joystick device 120 outputs a selection instruction for selecting a virtual skill, and the display device 200 presents the first virtual object and the first virtual skill in the virtual scene after obtaining the selection instruction.
  • the virtual object has the skill identification of the virtual skill corresponding to the button; when the real user pushes the joystick in the joystick device 120, the joystick device 120 outputs a movement instruction to control the skill identification of the virtual skill of the virtual object to the display device 200, After the display device 200 acquires the movement instruction, it controls the skill logo to move towards the moving direction indicated by the movement control instruction; during the movement of the skill logo, when there is a second virtual object in the target area corresponding to the virtual skill, control the skill logo to move toward the movement direction indicated by the movement control instruction; Adsorbed to the second virtual object; when the real user presses the joystick in the joystick device 120, the joystick device 120 outputs a control instruction to control the virtual object to release the virtual skill, and the display device 200 controls the first virtual object after obtaining the control instruction Release the virtual skill to act on the second virtual object.
  • FIG. 2C is a schematic diagram of the application mode of the virtual skill control method of the virtual scene provided by the embodiment of the present application.
  • the virtual scene can be output based on the cooperation of the terminal 100 and the joystick device 200.
  • the joystick device 200 includes at least one joystick, at least one key and a data processing
  • the device of the processor (such as a handle), completes the output of the virtual scene through terminals 100 such as smart phones, tablet computers and virtual reality/augmented reality devices, and the virtual objects and virtual skills in the virtual scene output by the terminal 100 through the joystick device 200 Take control.
  • the terminal 100 runs a virtual scene (such as a stand-alone game application) and outputs the virtual scene.
  • the virtual scene is an environment for virtual objects to interact, such as plains, streets, and valleys for virtual objects to fight against. Etc.; the virtual object can be a character controlled by the user (or called the player), that is, the virtual object is controlled by the real user, and will operate in the virtual scene in response to the push operation of the joystick device 200 by the real user.
  • the joystick device 200 when a real user selects a button in the joystick device 200, the joystick device 200 outputs a selection instruction for selecting a virtual skill. After receiving the selection instruction, the terminal 100 presents the first virtual object and the second virtual skill in the virtual scene screen.
  • control the skill mark After receiving the movement control command, control the skill mark to move towards the movement direction indicated by the movement control command; during the movement of the skill mark, when there is a second virtual object in the target area corresponding to the virtual skill, control the skill mark to absorb For the second virtual object; when the real user presses the joystick in the joystick device 200, the joystick device 200 outputs a control command to control the virtual object to release the virtual skill, and the terminal 100 controls the first virtual object to release the virtual skill after
  • FIG. 2D is a schematic diagram of the application mode of the virtual skill control method of the virtual scene provided by the embodiment of the present application.
  • the virtual scene can be based on the terminal 100, the joystick device 200 and the server 300 Collaborative output is applicable to the application mode that relies on the computing power of the server 300 to complete the calculation of the virtual scene and output the virtual scene on the terminal 100 .
  • the joystick device 200 includes at least one joystick, at least one button, and a processor (such as a handle) for data processing.
  • the terminal 100 runs a virtual scene
  • the server 300 is a background server corresponding to the virtual scene.
  • the server connected to the joystick device 200 controls the virtual objects and virtual skills in the virtual scene of the terminal 100, the terminal 100 outputs the virtual scene, and the virtual objects and virtual skills in the virtual scene output by the terminal 100 are controlled by the joystick device 200.
  • the virtual scene is an environment for virtual objects to interact, for example, it can be plains, streets, valleys, etc. for virtual objects to fight;
  • the virtual object can be a character image controlled by the user (or player), that is, the virtual object Controlled by the real user, it will operate in the virtual scene in response to the real user's push operation on the rocker device 200 .
  • the joystick device 200 when a real user selects a button in the joystick device 200, the joystick device 200 outputs a selection instruction for selecting a virtual skill. After receiving the selection instruction through the server 300, the terminal 100 presents the first virtual skill in the virtual scene screen. The object and the skill identification of the virtual skill corresponding to the button of the first virtual object; when the real user pushes the joystick in the joystick device 200, the joystick device 200 outputs a movement control instruction for controlling the virtual skill of the virtual object.
  • the terminal 100 after the terminal 100 receives the movement control command through the server 300, it controls the skill mark to move towards the movement direction indicated by the movement control command; during the movement of the skill mark, when there is a second virtual object in the target area corresponding to the virtual skill , the control skill logo is attached to the second virtual object; when the real user presses the first joystick in the joystick device 200, the joystick device 200 outputs a control command to control the virtual object to release the virtual skill, and the terminal 100 receives the command through the server 300 After the control instruction, the first virtual object is controlled to release the virtual skill to act on the second virtual object.
  • the electronic device can implement the method for controlling virtual skills in the virtual scene provided by the embodiments of the present application by running a computer program.
  • the computer program can be a native program or a software module in the operating system; it can be a local ( Native) application (APP, Application), that is, a program that needs to be installed in the operating system to run, such as a game APP; it can also be a small program, that is, a program that only needs to be downloaded to the browser environment to run; it can also be A game applet that can be embedded into any APP.
  • the above-mentioned computer program can be any form of application program, module or plug-in.
  • the server 300 can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers, and can also provide cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, Cloud servers for basic cloud computing services such as cloud communications, middleware services, domain name services, security services, content delivery network (CDN, Content Delivery Network), and big data and artificial intelligence platforms.
  • cloud services such as cloud communications, middleware services, domain name services, security services, content delivery network (CDN, Content Delivery Network), and big data and artificial intelligence platforms.
  • FIG. 3 is a schematic structural diagram of an electronic device 500 provided by the embodiment of the present application.
  • the electronic device 500 shown in FIG. 3 includes: at least one processor 510 , a memory 550 , at least one network interface 520 and a user interface 530 .
  • Various components in the electronic device 500 are coupled together through the bus system 540 .
  • the bus system 540 is used to realize connection and communication between these components.
  • the bus system 540 also includes a power bus, a control bus and a status signal bus.
  • the various buses are labeled as bus system 540 in FIG. 3 .
  • Processor 510 can be a kind of integrated circuit chip, has signal processing capability, such as general-purpose processor, digital signal processor (DSP, Digital Signal Processor), or other programmable logic device, discrete gate or transistor logic device, discrete hardware Components, etc., wherein the general-purpose processor can be a microprocessor or any conventional processor, etc.
  • DSP digital signal processor
  • DSP Digital Signal Processor
  • User interface 530 includes one or more output devices 531 that enable presentation of media content, including one or more speakers and/or one or more visual displays.
  • the user interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.
  • Memory 550 may be removable, non-removable or a combination thereof.
  • Exemplary hardware devices include solid state memory, hard drives, optical drives, and the like.
  • Memory 550 in some embodiments, includes one or more storage devices located physically remote from processor 510 .
  • Memory 550 includes volatile memory or nonvolatile memory, and may include both volatile and nonvolatile memory.
  • the non-volatile memory can be a read-only memory (ROM, Read Only Memory), and the volatile memory can be a random access memory (RAM, Random Access Memory).
  • ROM read-only memory
  • RAM random access memory
  • the memory 550 described in the embodiment of the present application is intended to include any suitable type of memory.
  • memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures, or subsets or supersets thereof.
  • the control device for virtual skills in the virtual scene provided by the embodiment of the present application may be realized by software.
  • FIG. 3 shows the control device 555 for virtual skills in the virtual scene stored in the memory 550, which may be Software in the form of programs and plug-ins, including the following software modules: auxiliary presentation module 5551, movement control module 5552, and adsorption control module 5553. These modules are logical, so they can be combined or split arbitrarily according to the realized functions. The function of each module will be explained below.
  • FIG. 4 is a schematic flowchart of a method for controlling a virtual skill in a virtual scene provided by an embodiment of the present application, which will be described in conjunction with the steps shown in FIG. 4 .
  • Step 101 The display device presents a first virtual object in a virtual scene and skill identifications of virtual skills possessed by the first virtual object.
  • the display device is provided with a client of the virtual scene, and by running the client of the virtual scene, the interface of the virtual scene is displayed to display the first virtual object and the first virtual object in the interface of the virtual scene
  • the display device can be the display screen 110 in FIG. 2A, the display device 200 in FIG. 2B, the terminal 100 in FIG. 2C or the terminal 100 in FIG.
  • send control instructions to the display device running the virtual scene and the display device responds to the control instructions to control the virtual objects or virtual skills in the virtual scene, such as controlling the virtual objects to move in the virtual scene, releasing virtual skills, etc.
  • the rocker device includes at least one rocker and at least one button.
  • the rocker and the buttons have corresponding functions.
  • the rocker device includes a left rocker and a right rocker, wherein the left The joystick is used to control the movement of the first virtual object of the currently logged-in account in the virtual scene, and the right joystick is used to control the release position or release direction of the virtual skill released by the first virtual object; among the following buttons, A, B, L, R , ZL, and ZR correspond to attack, treatment, skill 1, skill 2, skill 3, talent, etc.
  • the joystick device When the player selects a button in the joystick device, the joystick device outputs a selection instruction for selecting the virtual skill corresponding to the button to the display device, and after the display device obtains the selection instruction, it presents the first virtual object and
  • the first virtual object has a skill identification of the virtual skill corresponding to the button, wherein the first virtual object is a virtual object in the virtual scene corresponding to the current login account, and the skill identification is used to indicate the release direction or position of the virtual skill,
  • the player can control the first virtual object through the joystick device, such as controlling the first virtual object to move in the virtual scene, controlling the first virtual object to release virtual skills, or controlling the first virtual object to interact with other virtual objects, such as controlling the first virtual object to move in the virtual scene.
  • a virtual object holds virtual shooting props (such as virtual sniper firearms, virtual submachine guns, virtual shotguns, etc.) to shoot the second virtual object, etc.; the player can also control the moving direction or moving position of the skill logo through the joystick device .
  • virtual shooting props such as virtual sniper firearms, virtual submachine guns, virtual shotguns, etc.
  • Step 102 In response to the movement instruction for the skill token, control the skill token to move in the virtual scene.
  • the movement instruction is triggered by the joystick device, and the user uses the joystick device to control the movement of the skill logo in the virtual scene in the virtual scene, and the skill logo moves in the direction indicated by the movement instruction in the virtual scene
  • the joystick device detects the player's operation on the joystick device in real time.
  • the joystick device responds to the push operation on the joystick, and outputs the movement of the skill identification used to control the virtual skill. Instructions are sent to the display device.
  • the display device receives the movement instruction, in response to the movement instruction, the control skill logo moves toward the movement direction indicated by the movement instruction, wherein the movement direction indicated by the movement instruction corresponds to the direction of pushing the joystick unanimous.
  • the information indicated by the movement instructions triggered by pushing the joystick in the joystick device for the corresponding skill logo may be different. Aiming at the pushing force and direction of the joystick, determine the moving speed and moving direction of the skill logo indicated by the corresponding movement command that is output; The movement direction of the skill token indicated by the corresponding movement command.
  • Step 103 During the moving process of the skill token, when there is a second virtual object in the target area, control the skill token to be adsorbed to the second virtual object, and release the virtual skill when the skill token is adsorbed to the second virtual object , the control virtual skill acts on the second virtual object.
  • the target area corresponds to the virtual skill
  • different virtual skills may correspond to different areas in the virtual scene.
  • the target area is an area that can trigger the adsorption function, that is, the skill mark corresponding to the virtual skill can be triggered to be adsorbed to
  • the shape of the target area corresponding to different types of virtual skills can be different.
  • the shape of the area can be fan-shaped or rectangular.
  • the skill mark can be controlled to be adsorbed to the second virtual object, that is, the control skill mark is aimed at the second virtual object. Later, whether it is the first virtual object, Any one or more of the joystick device and the second virtual object is moved. Within a certain range, the skill mark will continue to be attached to the second virtual object. In this way, precise aiming at the second virtual object is realized. When the virtual skill is released That is, it acts on the targeted second virtual object, improving the aiming efficiency.
  • the display device can control the skill mark to be attached to the second virtual object in the following manner: separately obtain the distance between the position of the skill mark and the position of each second virtual object distance; select a second virtual object whose distance is lower than the target distance, and control the skill mark to attach to the selected second virtual object; or, obtain the attribute values of each second virtual object separately; select an attribute value lower than the target attribute value the second virtual object of the selected second virtual object, and control the skill mark to be adsorbed to the selected second virtual object.
  • the second virtual object with the closest distance to the skill mark can be selected for adsorption, or the blood volume value, energy value,
  • the second virtual object with the lowest attribute value such as health value and mana value is absorbed.
  • the display device can also control the skill mark to be attached to the second virtual object in the following way: respectively obtain the difference between the position of the skill mark and the position of each second virtual object when the number of second virtual objects whose distance is lower than the target distance is still multiple, respectively obtain the attribute values of the second virtual objects whose distance is lower than the target distance, and select the one whose attribute value is lower than the target attribute value
  • the second virtual object, and the control skill logo is attached to the selected second virtual object.
  • the second virtual object whose distance to the skill marker is lower than the target distance can be selected as the target of the skill marker’s final adsorption; when the distance is less than
  • the target can be selected from among them, such as obtaining the attribute values of each second virtual object whose distance is lower than the target distance, and selecting the second virtual object whose attribute value is lower than the target attribute value as the skill Identify the final adsorption target; of course, in practical applications, when there are still multiple second virtual objects that are lower than the target attribute value, it can also be selected from multiple second virtual objects that are lower than the target attribute value, such as random selection
  • One of the second virtual objects is the target of the final adsorption of the skill mark; thus, when there are multiple second virtual objects, that is, there are multiple targets that can be absorbed, the second virtual object closest to the skill mark is given priority As the final adsorption target, when there are still multiple second virtual objects closest
  • any one or more of multiple second virtual objects can be selected as the adsorption target.
  • a preliminary screening can be performed based on the attribute value of the second virtual object, and then combined with the skill identification and The distance between the second virtual objects is screened, and the present application does not limit the selection method of the second virtual objects to be adsorbed.
  • the display device before the display device controls the skill logo to be attached to the second virtual object, it may determine that there is a second virtual object in the target area corresponding to the virtual skill in the following manner: acquire The target distance is the circumference area of the radius, and the circumference area is determined as the target area corresponding to the virtual skill; the distance between the position of the skill mark and the position of the second virtual object is obtained, and when the distance does not exceed the radius of the circumference area, determine A second virtual object exists in the target area corresponding to the virtual skill.
  • the adsorption distance When the distance between the position of the second virtual object and the position of the skill logo does not exceed the radius of the adsorption area (that is, the adsorption distance), it can be determined that the second virtual object exists in the adsorption area. At this time The adsorption function is triggered, that is, the control skill logo is adsorbed to the second virtual object so as to target the second virtual object.
  • the display device controls the skill mark to be attached to the second virtual object, it can also control the first virtual object to move in the virtual scene in response to a displacement instruction for the first virtual object; During the moving process of the object, the distance between the first virtual object and the second virtual object is obtained, and when the distance does not exceed the distance threshold, the control skill logo is continuously attached to the second virtual object.
  • the displacement command can be triggered by the joystick device, or by a touch operation on the screen of the display device; when the player pushes the joystick device, it is used to move the first virtual object
  • the joystick device When controlling the joystick (such as the left joystick), the joystick device outputs a displacement command for the first virtual object to the display device.
  • the display device After receiving the displacement command, the display device responds to the displacement command and controls the first virtual object in the virtual scene. Move in the moving direction indicated by the displacement command.
  • the skill token moves along with the movement of the first virtual object in the virtual scene
  • the logo will move synchronously in the virtual scene to ensure that the skill logo is always at the relative position of the first virtual object; as can be seen from the above, when the distance between the second virtual object and the skill logo does not exceed the radius of the adsorption area, the above-mentioned adsorption function is triggered; Since the relative position of the first virtual object relative to the skill mark is fixed, it can be considered that when the distance between the first virtual object and the second virtual object exceeds the distance threshold (different from the adsorption distance), the adsorption function will not be triggered.
  • the adsorption function is triggered, wherein the distance threshold is the distance between the first virtual object and the second virtual object that can trigger the above adsorption function. Therefore, during the movement of the first virtual object, the distance between the first virtual object and the second virtual object is obtained in real time, and when the distance between the two does not exceed the distance threshold, the control skill logo continues to be attached to the second virtual object. dummy object.
  • the joystick device can also acquire the theoretical real-time position where the skill indicator should move along with the first virtual object in real time, and obtain the position of the skill indicator. The distance between the theoretical real-time position and the second virtual object.
  • the joystick device When the distance between the two is less than the radius of the adsorption area (that is, the adsorption distance), the joystick device outputs a continuous adsorption command for the second virtual object to the display device, and the display device In response to the continuous adsorption instruction, control the skill logo to continue to adsorb the second virtual object, that is, visually, the skill logo does not move as the rocker is pushed; when the distance between the two exceeds the separation distance that can make the adsorption function invalid, shake
  • the rod device outputs a detachment instruction for the second virtual object to the display device, and the display device controls the skill mark to break away from the second virtual object and controls the skill mark to appear at a theoretical real-time position, that is, the skill mark is visually separated from the second virtual object, and The skill token is presented at the theoretical real-time location of the mobile token.
  • the display device controls the skill logo to be adsorbed before the second virtual object, and it can also be determined that there is a second virtual object in the target area corresponding to the virtual skill in the following manner: obtain the location of the first virtual object as the center, and The target distance is a fan-shaped area with the radius and the target angle as the central angle, and the fan-shaped area is determined as the target area corresponding to the virtual skill; the first connecting line between the position of the first virtual object and the position of the skill logo is obtained, and the second A second connection line between the position of a virtual object and the position of a second virtual object; obtain the angle between the first connection line and the second connection line, and when the angle does not exceed the angle threshold and the second connection line When the length of the line does not exceed the length threshold, it is determined that the second virtual object exists in the target area corresponding to the virtual skill.
  • the target area whose shape is consistent with the shape of the skill logo is used as the adsorption area that triggers the adsorption function. Since the direction indicated by the skill logo relative to the first virtual object is the release direction of the virtual skill, Therefore, the first connecting line is the center line of the skill mark, and the included angle threshold is half of the central angle, also known as the adsorption angle that can trigger the adsorption function. When the included angle between the first connecting line and the second connecting line does not exceed When the adsorption angle and the length of the second connecting line do not exceed the radius of the fan-shaped area, it is considered that the second virtual object is in the adsorption area that can trigger the adsorption function.
  • the display device may respond to the movement instruction for the skill token triggered based on the joystick device, and control the skill token to move toward the movement direction indicated by the movement instruction: in response to the movement instruction for the skill token , the movement instruction can be triggered by a joystick device, or triggered based on a touch operation on a display screen of a display device, and the skill mark is controlled to move toward the movement direction indicated by the movement instruction at a target angular velocity;
  • the display device controls the skill logo to be adsorbed to the second virtual object, it can also adjust the rotation angular velocity of the skill logo in the following manner: receiving an angular velocity adjustment instruction for the skill logo triggered by the joystick device, wherein the angular velocity The adjustment command is triggered by pushing the joystick device along the direction indicated by the skill logo; in response to the angular velocity adjustment command, when the direction of the joystick of the joystick device is inconsistent with the direction of the skill logo, adjust the target angular velocity of the skill logo rotation to control the skill The logo rotates at the adjusted target angular velocity until the direction of the joystick is consistent with the direction of the skill logo.
  • the joystick device when the player pushes the joystick (such as the right joystick) used to control the movement of the skill logo in the joystick device away from the second virtual object, the joystick device will record the movement logo in real time.
  • the theoretical real-time position of moving the joystick wherein the theoretical real-time position of the skill logo is determined by the moving speed of the skill logo (determined by the pushing force of the joystick) and the duration of pushing the joystick, and the theoretical real-time position of the skill logo is obtained
  • the continuous adsorption command of the second virtual object is sent to the display device, and the display device responds to the continuous adsorption command, and controls the skill mark to continuously attract the second virtual object, that is, the skill mark does not move with the push of the rocker visually;
  • the rocker device responds to the push operation and outputs a detachment command for the second virtual object to the display device, and the display device controls the skill mark to separate from the second virtual object and controls the skill mark to appear at a theoretical real-time position, That is, visually, the skill mark is separated from the second virtual object, and the skill mark is presented at the theoretical real-time position of the moving mark.
  • the joystick device responds to the push operation , output the angular velocity adjustment command for the skill logo to the display device, and the display device responds to the angular velocity adjustment command and reduces the target angular velocity of the skill logo to make up for the gap between the direction of the joystick and the direction of the indicator, and make the direction of the joystick and the direction of the skill logo as soon as possible Consistent;
  • the joystick device responds to the push operation, and outputs an angular velocity adjustment command for the skill logo to the display device, and the display device responds to the angular velocity adjustment command and increases the skill logo
  • the target angular velocity is to make up for the gap between the direction of the joystick and the direction of the indicator, so that the direction of the joystick and
  • the following method may also be used to control the skill token to continue to be attached to the second virtual object:
  • the displacement command of the virtual object controls the movement of the first virtual object in the virtual scene; along with the movement of the first virtual object, the target area corresponding to the virtual skill is updated; when the second virtual object still exists in the updated target area, The control skill logo is continuously attached to the second virtual object.
  • the target area corresponding to the virtual skill of the first virtual object that triggers the adsorption function also moves and updates synchronously.
  • the control skill logo continues to be attached to the second virtual object, that is, the skill logo does not move with the movement of the first virtual object visually; when the second virtual object does not exist after the update When it is within the target area, it indicates that the first virtual object has deviated from the second virtual object.
  • the control skill mark is separated from the second virtual object, that is, the skill mark leaves the second virtual object visually, and the control skill mark is immediately presented on the
  • the default position here may be a position in the virtual scene that has a fixed relative positional relationship with the first virtual object, or the default position may be a fixed position in the virtual scene.
  • control skill indicator when there is no second virtual object in the updated target area and there is a third virtual object different from the second virtual object, the control skill indicator is switched from being attached to the second virtual object to being attached to the second virtual object. third virtual object.
  • the display device controls the skill logo to be attached to the second virtual object
  • it may also control the skill logo to continue to be attached to the second virtual object in the following manner: displaying a picture of the second virtual object moving in the virtual scene;
  • the control skill logo continues to absorb to the second virtual object;
  • the control skill logo leaves the first Two dummy objects.
  • the second virtual object moves in the virtual scene, it is judged in real time whether the second virtual object moves out of the target area that can trigger the adsorption function.
  • Control the skill logo to continue to adhere to the second virtual object, that is, visually the skill logo moves synchronously with the second virtual object, and the moving skill logo has deviated from its relative position with respect to the first virtual object;
  • the control skill mark is separated from the second virtual object, that is, the skill mark is visually separated from the second virtual object, and the control skill mark is immediately presented at a relative position relative to the first virtual object.
  • the display device controls the skill logo to be attached to the second virtual object
  • it may also control the skill logo to continue to be attached to the second virtual object in the following manner: displaying a picture of the second virtual object moving in the virtual scene; In the process of the screen, control the movement of the skill mark to follow the second virtual object; in the process of moving the skill mark to follow the second virtual object, obtain the distance between the first virtual object and the second virtual object; when the distance exceeds the distance threshold When , the control skill mark is separated from the second virtual object.
  • the virtual skill is a point-selection skill
  • the movement of the skill symbol is not controlled by the rocker used to control the movement of the skill symbol in the joystick device, accompanied by the first virtual
  • the skill mark moves synchronously in the virtual scene to ensure that the skill mark is always at the relative position of the first virtual object; it can be seen from the above that the distance between the second virtual object and the skill mark does not exceed the adsorption area radius, the above-mentioned adsorption function will be triggered; since the relative position of the first virtual object relative to the skill mark is fixed, it can be considered that when the distance between the first virtual object and the second virtual object exceeds the distance threshold, the adsorption function will not be triggered. When the distance between the first virtual object and the second virtual object does not exceed the distance threshold, the adsorption function is triggered, and the skill mark is controlled to be adsorbed to the second virtual object.
  • the skill mark After the skill mark is attached to the second virtual object, if the second virtual object moves in the virtual scene, the distance between the first virtual object and the second virtual object is obtained in real time, and when the distance between the two does not exceed the above-mentioned distance threshold, Control the skill mark to continue to attract the second virtual object, that is, visually the skill mark moves synchronously with the second virtual object, and the moving skill mark has deviated from the relative position of the first virtual object; when the distance between the two exceeds the above-mentioned distance When the threshold is reached, the control skill mark is separated from the second virtual object, that is, the skill mark is visually separated from the second virtual object, and the control skill mark is immediately presented at a relative position relative to the first virtual object.
  • the distance between the actual position of the skill mark and the position of the second virtual object can also be obtained in real time when the skill mark is not attached to the second virtual object , when the distance between the two is less than the radius of the adsorption area (that is, the adsorption distance), the joystick device outputs a continuous adsorption instruction for the second virtual object to the display device, and the display device responds to the continuous adsorption instruction, and controls the skill logo to continue to adsorb the second virtual object.
  • Two virtual objects that is, visually, the skill mark moves synchronously with the second virtual object; when the distance between the two exceeds the detachment distance that can make the adsorption function invalid, the joystick device outputs a detachment command for the second virtual object to the display device, the display device controls the skill mark to separate from the second virtual object, and controls the skill mark to appear at a relative position relative to the first virtual object, that is, visually the skill mark breaks away from the second virtual object, and is at a position relative to the first virtual object
  • the skill logo is displayed at a relative position.
  • the indication skill mark can also be obtained in real time when the second virtual object is not attached, indicating the skill
  • the angle between the first connection line between the identifier and the first virtual object, and the second connection line between the first virtual object and the second virtual object; here, the first connection line can be the theoretical actual position of the skill identification The connection line to the position of the first virtual object.
  • the joystick device When the included angle between the first connection line and the second connection line is smaller than the adsorption angle, the joystick device outputs a continuous adsorption instruction for the second virtual object to the display device, and the display device responds to the continuous adsorption instruction and controls the skill logo to continue to adsorb the second virtual object.
  • Two virtual objects that is, visually, the skill mark moves synchronously with the second virtual object; when the angle between the two exceeds the adsorption angle, the joystick device outputs a detachment command for the second virtual object to the display device, and the display device controls
  • the skill mark separates from the second virtual object, and controls the presentation of the skill mark at a relative position relative to the first virtual object, that is, the skill mark breaks away from the second virtual object visually, and presents the skill at a position relative to the first virtual object logo.
  • the display device controls the skill logo to be attached to the second virtual object, it may also control the skill logo to continue to be attached to the second virtual object in the following manner: displaying a picture of the second virtual object moving in the virtual scene; In the process of displaying the instruction information for indicating the movement path of the second virtual object; based on the instruction information, in response to the movement instruction for the skill identifier triggered by the joystick device, control the skill identifier to follow the direction indicated by the instruction information. The moving path is moved so that the skill mark is continuously attracted to the second virtual object.
  • the indication information of the movement path of the second virtual object is presented in real time, and the player can push the joystick in the device according to the movement path of the second virtual object indicated by the indication information.
  • the rocker device In response to the rocker that controls the movement of the skill logo, the rocker device outputs a movement command for the skill logo to the display device in response to the push operation, and the display device responds to the movement command and controls the skill logo to move according to the movement path indicated by the instruction information, so that The skill mark is continuously attached to the second virtual object.
  • the player can also push the rocker used to control the movement of the first virtual object in the rocker device.
  • the rocker device responds to the push operation and outputs a displacement command for the first virtual object to the display device, and the display device responds. Based on the displacement command, the first virtual object is controlled to move according to the movement path indicated by the instruction information. Correspondingly, the skill logo will also follow the first virtual object to move along the movement path indicated by the instruction information, so that the skill logo will continue to be attached to the Second dummy object.
  • the release of the virtual object can also be controlled to act on the second virtual object in the following manner: in response to the release of the virtual skill triggered by the joystick device An instruction is used to control the first virtual object to release the virtual skill at the moving target position or along the moving direction, so that the released virtual skill acts on the second virtual object.
  • the joystick device when the player presses the joystick in the joystick device for controlling the release of the virtual skill, the joystick device outputs a release command for the virtual skill to the display device, and after the display device obtains the release command, it controls the first virtual object in the skill
  • the virtual skill is released at the target position where the mark moves, or the first virtual object is controlled to release the virtual skill in the possible moving direction indicated by the skill mark, so as to control the released virtual skill to act on the second virtual object.
  • the types of virtual skills are point-selection skills and directional skills as an example, and the control method for virtual skills in the virtual scene provided by the embodiment of the present application is carried out. illustrate.
  • the terminal 100 in FIG. 2A is a game machine.
  • the game machine includes a display screen and a joystick device.
  • the rod device (or handle) includes at least one joystick and at least one button, which are used to control the game characters (virtual objects) and virtual skills in the game screen displayed on the display screen.
  • the automatic adsorption aiming function is triggered, that is, the control indicator is directly adsorbed to the target, realizing precise aiming of the target.
  • auxiliary mode Before using this auxiliary mode, you can first set the trigger conditions for triggering automatic adsorption aiming. For example, for point selection skills, you can set the adsorption distance for the trigger indicator to absorb the target, and the separation distance for the trigger indicator to separate from the target. , for directional skills, you can set the adsorption angle of the trigger indicator to the target, and the detachment angle of the trigger indicator from the target. Next, we will explain the point selection skills and direction skills respectively.
  • Figure 6 is a schematic diagram of the principle of the indicator adsorption target provided by the embodiment of the present application, assuming that the player has been pushing the joystick to the left ( Figure A), without the automatic adsorption aiming function, the indicator will always move along the Move in the direction of pushing the joystick ( Figure B).
  • the indicator In the case of automatic adsorption aiming function, if the target is within the adsorption range (for example, the distance between the center of the skill mark and the center of the target is less than the adsorption distance), the indicator will It will deviate from the original movement track and be absorbed to the target, that is, the center point of the indicator coincides with the center point of the target immediately (Figure C).
  • Fig. 7 is a schematic diagram of the display interface of the pointer adsorption target provided by the embodiment of the present application.
  • the game machine responds to the pressing operation of the key , present the first virtual object and the indicator of the point-picking skill on the display screen.
  • the player controls the movement of the indicator through the joystick device if the target (the above-mentioned second virtual object) is located in the adsorption area, the control indicator will be absorbed.
  • the control indicator When the indicator is attached to the target, even if at least one of the player, target and joystick is moving, when the target is still in the adsorption area, the control indicator continues to be attached to the target; when the target is not within the adsorption range When inside, the control indicator is detached from the snap target, and the control indicator is rendered relative to the player.
  • FIG. 8 is a schematic flowchart of a method for controlling a virtual skill in a virtual scene provided by an embodiment of the present application. Next, the process of applying this method to a point-selection skill will be described in conjunction with FIG. 8 .
  • Step 201 the game machine receives a press operation of a button corresponding to a point-selection skill.
  • the game machine determines the point-picking skill selected by the player in response to the pressing operation, and presents an indicator corresponding to the point-picking skill on the display screen.
  • Step 202 Detect whether the point-selection skill is cancelled.
  • Step 203 Detect whether a rocker push signal is received.
  • a joystick push signal is received by detecting whether the player pushes or presses the joystick in the joystick device.
  • the joystick push signal is received, perform step 204; otherwise, perform step 202 .
  • Step 204 Detect whether the indicator is attached to the target.
  • step 205 is performed; otherwise, step 206 is performed.
  • Step 205 Determine the target to be adsorbed.
  • Figure 9 is a schematic diagram of the determination of the adsorption target provided by the embodiment of the present application.
  • the player searches for the target on the side of the pushing direction of the joystick.
  • the target with the lowest attribute value such as value, magic value, etc. is the target that needs to be absorbed.
  • Step 206 Control the pointer to attach to the target.
  • Step 207 Judging whether the exit condition is met.
  • step 206 when the movement distance of the player operating the joystick is less than the separation distance, it is considered that the indicator does not meet the separation condition for separation from the target, and step 206 is executed, that is, the control indicator continues to be attached to the target; when the movement distance of the player operation joystick exceeds When the departure distance is reached, it is considered that the indicator satisfies the departure condition of leaving the target, and step 208 is executed.
  • Step 208 Control the indicator to leave the target.
  • the indicator when the indicator satisfies the detachment condition from the target, control the indicator to detach from the adsorption target, and control the indicator to appear at a default position in the virtual scene, where the default position can be the virtual object controlled by the player in the virtual scene A position with a fixed relative position relationship, or the default position may be a fixed position in the virtual scene.
  • Figure 10 is a schematic diagram of the principle of the indicator adsorption target provided by the embodiment of the present application.
  • the direction of the indicator is consistent with the direction of the rocker ( Figure A); after triggering the automatic adsorption aiming After the function, the actual direction of the joystick does not change, and the direction of the indicator has deviated from the direction of the joystick, and coincides with the center point of the target ( Figure B), that is, the control indicator is attached to the target.
  • the automatic adsorption process occurs almost instantaneously, and the player will Seeing that the indicator is suddenly aimed at the target, the feedback is very obvious, whether it is visual or tactile.
  • Fig. 11 is a schematic diagram of the display interface of the indicator adsorption target provided by the embodiment of the present application.
  • the game machine responds to the pressing operation of the key, The indicator of the first virtual object and the directional skill is displayed on the display screen.
  • the control indicator When the player controls the movement of the indicator through the joystick device, if the target is located in the area of the adsorption angle (that is, the above-mentioned target area), the control indicator is attached to the The target, and in the process of the indicator being attached to the target, even if at least one of the player, the target and the joystick is moving, when the target is still in the area of the adsorption angle, the control indicator continues to be attached to the target; when the target is not in the adsorption angle When within the zone, the control indicator detaches from the snap target and renders the control indicator at a position relative to the player.
  • FIG. 12 is a schematic flowchart of a method for controlling virtual skills in a virtual scene provided by the embodiment of the present application. Next, the flow of applying this method to directional skills will be described in conjunction with FIG. 12 .
  • Step 301 the game machine receives a press operation for a button corresponding to a directional skill.
  • the game machine determines the directional skill selected by the player in response to the pressing operation, and presents an indicator corresponding to the directional skill on the display screen.
  • Step 302 Detect whether the directional skill is cancelled.
  • step 303 is executed.
  • Step 303 Detect whether a rocker push signal is received.
  • step 304 is performed; otherwise, step 302 is performed.
  • Step 304 Detect whether the indicator is attached to the target.
  • step 305 is performed; otherwise, step 306 is performed.
  • Step 305 Determine the target to be adsorbed.
  • Figure 13 is a schematic diagram of the determination of the adsorption target provided by the embodiment of the present application, starting from the position of the indicator to search for the target in the steering area corresponding to the pushing direction of the player's joystick, when the target in the dedicated area
  • select the target with the smallest angle with the indicator (the angle needs to be > 0) as the target to be adsorbed.
  • Step 306 Control the indicator to snap to the target.
  • Step 307 Judging whether the exit condition is met.
  • step 306 when the movement angle of the joystick moved by the player is less than the angle threshold (that is, the above-mentioned adsorption angle), it is considered that the indicator does not meet the detachment condition for detaching from the target, and step 306 is executed, that is, the control indicator continues to be attached to the target; when the player operates When the movement distance angle of the joystick exceeds the angle threshold, it is considered that the indicator meets the detachment condition of detaching from the target, and step 308 is executed.
  • the angle threshold that is, the above-mentioned adsorption angle
  • Step 208 Control the indicator to leave the target.
  • the control indicator when the indicator satisfies the detachment condition of the detachment target, the control indicator is detached from the adsorption target, and the control indicator is presented at a default position relative to the player.
  • the moving direction of the indicator is controlled by the rocker device.
  • the control indicator is automatically absorbed on the target, which greatly improves the Improve aiming efficiency, human-computer interaction efficiency, and hardware resource utilization, and improve the confirmation and feel of aiming, reduce the discomfort of playing MOBA games on game consoles, and help novice players go through the novice period more smoothly and improve The retention rate of players against consoles.
  • FIG. 14 is the virtual scene provided by the embodiment of the present application.
  • a schematic structural diagram of the control device for virtual skills, the software modules stored in the control device 555 for virtual skills in the virtual scene of memory 550 in FIG. 3 may include:
  • the auxiliary presentation module 5551 is configured to present the first virtual object in the virtual scene and/or the skill identification of the virtual skill possessed by the first virtual object;
  • the movement control module 5552 is configured to control the skill token to move in the virtual scene in response to a movement instruction for the skill token, wherein the movement instruction is triggered by a joystick device;
  • the adsorption control module 5553 is configured to control the skill token to be attached to the second virtual object when there is a second virtual object in the target area during the movement of the skill token, and When released during the process of the second virtual object, the control virtual skill acts on the second virtual object.
  • the device also includes:
  • a determining module configured to obtain a circular area with the location of the skill mark as the center and a target distance as the radius, and determine the circular area as the target area;
  • the device also includes:
  • a continuous adsorption control module configured to control the first virtual object to move in the virtual scene in response to a displacement instruction for the first virtual object
  • the device also includes:
  • the adsorption and detachment module is configured to control the skill token to detach from the second virtual object when the distance exceeds the distance threshold, and
  • the determining module is further configured to acquire a fan-shaped area with the position of the first virtual object as the center, the target distance as the radius, and the target angle as the center angle, and determine the fan-shaped area is the target area corresponding to the virtual skill;
  • the movement control module is further configured to control the skill token to move at a target angular velocity in response to a movement instruction for the skill token.
  • the movement command can be triggered by a joystick device, or by a touch operation on the screen of the display device; during the movement of the skill mark at the target angular velocity, the moving operation can be directed toward the indicated target location.
  • the device further includes: a speed adjustment module configured to receive an angular velocity adjustment instruction for the skill identification, the angular velocity adjustment instruction being triggered by pushing the rocker device along the direction indicated by the skill identification;
  • the continuous adsorption control module is further configured to control the first virtual object in the virtual scene in response to a displacement instruction for the first virtual object triggered based on the rocker device to move;
  • the skill indicator is controlled to be continuously attached to the second virtual object.
  • the device also includes:
  • the adsorption switching module is configured to control the skill token to be attached to the second virtual object by being adsorbed to the second virtual object when there is no second virtual object in the updated target area and there is a third virtual object different from the second virtual object.
  • the second virtual object is switched to be adsorbed to the third virtual object.
  • the detachment adsorption module is further configured to receive the detachment of the second virtual object sent by the joystick device during the process of the skill token being attached to the second virtual object instruction;
  • the disengagement instruction is triggered based on a push operation on the rocker device, and the push operation makes the distance between the theoretical moving position of the skill mark and the second virtual object reach a distance threshold; the response Based on the detachment instruction, the skill token is controlled to detach from the second virtual object.
  • the device also includes:
  • An identification control module configured to display a picture of the second virtual object moving in the virtual scene
  • the skill identifier is controlled to leave the second virtual object.
  • the adsorption and detachment module is further configured to display a picture of the second virtual object moving in the virtual scene
  • the continuous adsorption control module is further configured to display a picture of the second virtual object moving in the virtual scene
  • the adsorption control module is further configured to obtain the distance between the position of the skill mark and the position of each second virtual object when there are multiple second virtual objects. distance;
  • the adsorption control module is further configured to obtain attribute values of each of the second virtual objects respectively when there are multiple second virtual objects;
  • the device also includes:
  • a skill release module configured to control the first virtual object to release the virtual skill at a moving target position or along the moving direction in response to a release instruction for the virtual skill triggered based on the joystick device. skill, so that the released virtual skill acts on the second virtual object.
  • An embodiment of the present application provides a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for controlling the virtual skill in the virtual scene described above in the embodiment of the present application.
  • the embodiment of the present application provides a computer-readable storage medium storing executable instructions, wherein the executable instructions are stored.
  • the processor When the executable instructions are executed by the processor, the processor will be caused to execute the virtual scene provided by the embodiment of the present application. Control methods for virtual skills.
  • the computer-readable storage medium can be memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; Various equipment.
  • executable instructions may take the form of programs, software, software modules, scripts, or code written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and its Can be deployed in any form, including as a stand-alone program or as a module, component, subroutine or other unit suitable for use in a computing environment.
  • executable instructions may, but do not necessarily correspond to files in a file system, may be stored as part of a file that holds other programs or data, for example, in a Hyper Text Markup Language (HTML) document in one or more scripts, in a single file dedicated to the program in question, or in multiple cooperating files (for example, files that store one or more modules, subroutines, or sections of code).
  • HTML Hyper Text Markup Language
  • executable instructions may be deployed to be executed on one computing device, or on multiple computing devices located at one site, or alternatively, on multiple computing devices distributed across multiple sites and interconnected by a communication network. to execute.

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  • Processing Or Creating Images (AREA)
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US18/352,335 US12544663B2 (en) 2021-07-08 2023-07-14 Method, apparatus and device for controlling virtual skills in virtual scene, medium and program product
JP2025126419A JP2025156401A (ja) 2021-07-08 2025-07-29 仮想シーンにおける仮想スキルの制御方法、装置、機器、及びコンピュータプログラム

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