Game interaction method and device, electronic equipment and storage medium
By displaying shooting deviation prompts in shooting games, players can adjust their aiming points, and solve the problem of low shooting accuracy caused by scattering of virtual shooting props, improving the game interactive experience.
Patent Information
- Application Number
- CN202510326123.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-19
- Publication Date
- 2025-04-29
- Estimated Expiration
- 2045-03-19
AI Technical Summary
In shooting games, the virtual shooting props controlled by the player have scattering when shooting, resulting in low shooting accuracy and low aiming efficiency, which affects the game interactive experience.
By displaying the quasi-centricity of the virtual shooting props in the game interactive system, and when aiming at the target virtual object at the center, the predicted shooting position corresponding to the current quasi-centricity position is obtained, and the shooting deviation prompt is displayed based on the predicted shooting position and the current quasi-centricity position, helping players adjust the aiming point.
Improves the accuracy and aiming efficiency of players in aiming shooting operations, and improves the game interactive experience.
Smart Images

Figure CN119896856A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of game technology, and in particular to a game interaction method, device, electronic device and storage medium. Background Art
[0002] In order to meet people's pursuit of spiritual life, entertainment games that can be operated on terminals have emerged, such as multiplayer online action games, role-playing games, tactical competitive games or first-person shooting games (FPS) developed based on client or server architecture. In the game, players can manipulate the virtual characters on the screen to play the game, and can perform related operations such as walking, running, jumping, picking up props and fighting in the game scene based on the first or third perspective of the character operated by the player, so that players can experience the visual impact brought by the game in an immersive way, which greatly enhances the initiative and realism of the game.
[0003] In current shooting games, virtual objects controlled by players usually fight against each other through virtual shooting props, such as using virtual guns to aim at enemy virtual objects and shoot to cause damage in order to eliminate enemy virtual objects. However, in the process of players manipulating the controlled virtual characters to use virtual shooting props to aim and shoot at other virtual objects, in order to simulate real shooting scenes, the attack props emitted by virtual shooting props when shooting may be scattered. For example, when a virtual gun is fired, the virtual bullets fired may not fly in a straight line, but will slightly deviate from the aiming point of the virtual gun and scatter in different directions. There is a situation where the actual shooting position of the current aiming point does not completely match the target position that the player wants to shoot. The player cannot quickly and accurately adjust the aiming point to accurately shoot at the target position, so the shooting accuracy and aiming efficiency of the player are low when aiming and shooting, resulting in a poor game interaction experience for the player. Summary of the invention
[0004] The embodiments of the present application provide a game interaction method, device, electronic device and storage medium. When a player controls the crosshairs of a virtual shooting prop to aim at a target virtual object, a predicted shooting position corresponding to the current crosshairs position is obtained, so as to display a shooting deviation prompt on a graphical user interface based on the predicted shooting position and the current crosshairs position. The player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing aiming and shooting operations, improving the aiming efficiency, and thus enhancing the player's game interaction experience.
[0005] In a first aspect, an embodiment of the present application provides a game interaction method, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least part of a virtual scene, and at least part of a controlled virtual object located in the virtual scene and controlled and operated by the terminal device, and the graphical user interface also includes at least part of a virtual shooting prop currently held and used by the controlled virtual object, wherein the method includes:
[0006] Displaying the crosshairs of the virtual shooting props through the graphical user interface;
[0007] If the crosshair is aimed at the target virtual object, obtaining the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position;
[0008] Based on the predicted shooting position and the current crosshair position, a shooting deviation prompt is displayed on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
[0009] In a second aspect, an embodiment of the present application provides a game interaction device, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes at least part of a virtual scene, and at least part of a controlled virtual object located in the virtual scene and controlled and operated by the terminal device, and the graphical user interface also includes at least part of a virtual shooting prop currently held and used by the controlled virtual object, including:
[0010] A first display unit, used for displaying the crosshairs of the virtual shooting props through the graphical user interface;
[0011] An acquisition unit, configured to acquire a predicted shooting position of the virtual shooting prop in the virtual scene at a current crosshair position if the crosshair is aimed at a target virtual object;
[0012] The second display unit is used to display a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
[0013] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any one of the game interaction methods provided in the embodiments of the present application.
[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any one of the game interaction methods provided in the embodiment of the present application.
[0015] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps of any one of the game interaction methods provided in the embodiments of the present application.
[0016] By adopting the solution of the embodiment of the present application, when the player controls the crosshairs of the virtual shooting prop to aim at the target virtual object, the predicted shooting position corresponding to the current crosshairs position is obtained, and the shooting deviation prompt is displayed in the graphical user interface based on the predicted shooting position and the current crosshairs position. The player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing aiming and shooting operations, improving the aiming efficiency, and thus enhancing the player's game interaction experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0018] Figure 1 is a scene schematic diagram of a game interaction system provided in an embodiment of the present application;
[0019] Figure 2 This is a flowchart of an embodiment of the game interaction method provided by the embodiment of the present application;
[0020] Figure 3 This is a schematic diagram of a scenario of the game interaction method provided in an embodiment of the present application;
[0021] Figure 4 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0022] Figure 5 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0023] Figure 6 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0024] Figure 7 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0025] Figure 8 is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0026] Fig. 9is another scenario schematic diagram of the game interaction method provided in an embodiment of the present application;
[0027] Fig.10 is a schematic diagram of the structure of a game interaction device provided in an embodiment of the present application;
[0028] Fig.11 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0029] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0030] The embodiments of the present application provide a game interaction method, device, electronic device, and computer-readable storage medium. Specifically, the present embodiment will be described from the perspective of a game interaction device, which can be integrated into an electronic device, that is, the game interaction method of the embodiment of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and other devices.
[0031] The game interaction method provided in the embodiment of the present application can be applied to a game interaction system. The game interaction system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.
[0032] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0033] In one embodiment of the present disclosure, the game interaction method can be run on a local terminal device or a server. When the game interaction method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0034] For example, when the game interaction method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.
[0035] For example, when the game interaction method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the game interaction method are completed on the cloud gaming server. The game screen presentation is completed on the client side of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a PDA, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0036] See also Figure 1 , Figure 1A scene diagram of a game interaction system provided for an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.
[0037] The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation. Among them, the terminal may include a touch display screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch display screen is used as an example for explanation here), and the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, the different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.
[0038] It should be noted that Figure 1The scene diagram of the game interaction system shown is only an example. The game interaction system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0039] The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application takes the game interaction method executed by a terminal as an example for explanation, and a graphical user interface can be provided by a terminal device, and the graphical user interface includes at least part of a virtual scene and a controlled virtual object located in the virtual scene and controlled by the terminal device. The graphical user interface, virtual scene, and virtual object are explained below.
[0040] The game scene (or virtual scene) is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.
[0041] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and can be a display screen interface of a terminal device. The graphical user interface can present the entire game scene, or only a part of the game scene. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is relatively large, only the local content of the game scene is displayed on the graphical user interface of the terminal device during the game. Optionally, the game scene contains game characters, which can be game characters controlled by players, or NPCs (abbreviation of Non-Player Character, which is a type of character in the game, meaning non-player characters), which is not limited in this exemplary embodiment. The graphical user interface can include a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface can include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0042] A game object (or virtual object, game character) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects. (Game) props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or launch damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be equipped on designated virtual weapons for accessories such as extended magazines, aiming scopes, flash suppressors, and stocks. The virtual camera is a necessary component for the game scene screen, which is used to present the game scene screen. A game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more virtual cameras, which serve as the game rendering window to capture and present the game world's screen content to the player. By setting the parameters of the virtual camera, the player's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.
[0043] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0044] See also Figure 2 , Figure 2 This is a flowchart of a game interaction method provided in an embodiment of the present application. The specific process of the game interaction method may be as follows: Steps 101 to 103:
[0045] 101, displaying the crosshairs of the virtual shooting props through the graphical user interface.
[0046] For example, see Figure 3In an embodiment of the present application, a graphical user interface may be provided by a terminal device, the graphical user interface including at least part of a virtual scene, part of a controlled virtual object in the virtual scene controlled by the terminal device, the controlled virtual object may be equipped with at least one virtual shooting prop, at which point the controlled virtual object may hold the virtual shooting prop, and the graphical user interface also includes at least part of the virtual shooting prop currently held by the controlled virtual object. Furthermore, the player may aim at the target virtual object through an aiming operation, for example, after aiming the virtual aiming device, a crosshair is displayed in the graphical user interface, and the player may aim at a certain virtual object as the target virtual object by moving the crosshair.
[0047] Among them, the crosshair in a shooting game is an icon or logo used for aiming and shooting, which is usually displayed on a graphical user interface when the player controls the controlled virtual object to equip the virtual shooting prop and use it. Specifically, the crosshair is the reference point when the player uses the virtual shooting prop to shoot in the game. The position and change of the crosshair can help the player control the controlled virtual object to accurately aim at the target virtual object and shoot. The style and features of the crosshair may vary from game to game. For example, the crosshair can be a small dot, a crosshair, a circle, or an icon of other shapes. Some shooting games also provide the option of customizing the crosshair, allowing players to adjust it according to their own game preferences.
[0048] In an embodiment of the present application, the computer device can determine the target shooting position in the virtual scene according to the crosshairs of the controlled virtual object, and specifically can determine the target shooting position according to the position of the target virtual object or virtual scene aimed at by the crosshairs of the controlled virtual object.
[0049] Specifically, virtual shooting props may include virtual firearms or virtual weapons, for example, virtual firearms may include virtual sniper rifles, virtual rifles, virtual submachine guns, and virtual pistols, etc.; virtual weapons may include virtual bows and arrows, virtual crossbows, virtual blowguns, etc.; the above virtual shooting props can be aimed after being equipped with virtual sights. Aiming means that in a shooting game, the player switches the perspective of the controlled virtual object to the state of aiming with a virtual sight by pressing the aiming control or performing a specific gesture. After aiming, the player can be presented with a field of view of the virtual sight observed at the target scene position at the target magnification.
[0050] Furthermore, virtual sights refer to sights used in shooting games that simulate real shooting, such as holographic sights, red dot sights, 2x scopes, 4x scopes, or 8x scopes or scopes with higher magnifications. Virtual sights are usually used in conjunction with crosshairs. Virtual sights help players control controlled virtual objects for accurate shooting by displaying an icon or mark similar to actual sights on the graphical user interface. Virtual sights can provide players with a clearer and more accurate target view, allowing players to better aim at the target virtual object.
[0051] 102. If the crosshair is aimed at the target virtual object, obtain a predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position.
[0052] In an embodiment of the present application, when it is detected that the crosshairs are aimed at the target virtual object, the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshairs position can be obtained, or the historical shooting position of the virtual shooting prop in the virtual scene at the current crosshairs position can be obtained as the predicted shooting position.
[0053] In one embodiment, the step of “if the crosshair is aimed at the target virtual object, obtaining the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position” may include:
[0054] If the crosshair is aimed at the target virtual object, the historical shooting position of the virtual shooting prop in the virtual scene at the current crosshair position is obtained, and the historical shooting position is used as the predicted shooting position.
[0055] Optionally, the player can control the virtual shooting prop to perform continuous shooting operations based on the current crosshair position of the crosshair. In response to the continuous shooting operations on the virtual shooting prop, the computer device determines the landing point of the virtual attack prop shot in the virtual scene after the virtual shooting prop shoots at least once based on the current crosshair position of the crosshair, as the predicted shooting position.
[0056] 103. Based on the predicted shooting position and the current crosshair position, display a shooting deviation prompt on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
[0057] In the embodiment of the present application, the computer device can display a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position, for example, see Figure 4, the computer device can generate a circular prompt area and a text prompt message "Please control the circular prompt area to be close to the target virtual object to improve shooting accuracy" based on the predicted shooting position and the current crosshair position, wherein the predicted shooting position and the current crosshair position are both located on the edge contour line of the circular prompt area, and the text prompt message is used to prompt the player that the closer the circular prompt area is to the target virtual object (or the larger the overlapping area between the circular prompt area and the target virtual object is), the smaller the shooting deviation of the virtual shooting prop when shooting at the target virtual object.
[0058] In summary, the embodiment of the present application provides a game interaction method, which displays the crosshairs of a virtual shooting prop through the graphical user interface; if the crosshairs are aimed at a target virtual object, the predicted shooting position of the virtual shooting prop in the virtual scene under the current crosshairs position is obtained; based on the predicted shooting position and the current crosshairs position, a shooting deviation prompt is displayed on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object. By adopting the scheme of the embodiment of the present application, when the player controls the crosshairs of the virtual shooting prop to aim at the target virtual object, the predicted shooting position corresponding to the current crosshairs position is obtained, and the shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current crosshairs position, the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing aiming and shooting operations, improving the aiming efficiency, and thus improving the player's game interaction experience.
[0059] Based on the above introduction, the game interaction method of the present application will be further illustrated by examples below. The specific embodiments of the game interaction method are described as follows.
[0060] In one embodiment, the step of “displaying a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position” includes:
[0061] Acquire the display position of the target virtual object;
[0062] A shooting deviation prompt is generated based on the display position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
[0063] Furthermore, the step of “generating a shooting deviation prompt based on the display position, the predicted shooting position and the current crosshair position” includes:
[0064] Acquire a target reference point associated with the display position;
[0065] The target reference point, the predicted shooting position and the current crosshair position are connected in pairs to generate a target polygonal area, and the target polygonal area is used as a shooting deviation prompt, wherein the size of the target polygonal area changes with the change of the current crosshair position and / or the display position.
[0066] For example, see Figure 5 When the computer device detects that the crosshair is aimed at the target virtual object, a target reference point associated with the display position of the target virtual object is obtained, and the target reference point can be located at a specified position of the target virtual object. Then, the target reference point, the predicted shooting position and the current crosshair position are connected in pairs to generate a target polygonal area, and a text prompt message "Please control the triangular prompt area to be close to the target virtual object to improve shooting accuracy" is displayed on the graphical user interface. Specifically, a triangular prompt area can be generated, and the triangular prompt area is used as a shooting deviation prompt. The text prompt message is used to prompt the player that the closer the triangular prompt area is to the target virtual object, the smaller the shooting deviation of the virtual shooting prop when shooting at the target virtual object.
[0067] Furthermore, the method further comprises:
[0068] In response to a movement operation on the crosshair, the target polygonal area is adjusted based on the movement operation, so that the adjusted target polygonal area is displayed on the graphical user interface.
[0069] For further information, see Figure 6 The player can safely move the crosshair to the new crosshair position according to the triangular prompt area as indicated by the dotted arrow. The computer device responds to the movement operation on the crosshair, determines a new predicted shooting position based on the movement operation, and connects the target reference point, the new predicted shooting position and the new crosshair position in pairs to generate an adjusted triangular prompt area, so as to display the adjusted triangular prompt area on the graphical user interface.
[0070] Optionally, the method may include:
[0071] If the target virtual object moves and the target virtual object does not deviate from the preset range corresponding to the crosshair, the crosshair is automatically controlled to follow the movement of the target virtual object and continue to aim at the target virtual object, and the target polygonal area follows the movement of the target virtual object.
[0072] For example, other players can control the target virtual object to move. When the movement of the target virtual object is detected and the target virtual object does not deviate from the preset range corresponding to the crosshair, the crosshair is automatically controlled to follow the movement of the target virtual object and continue to aim at the target virtual object, and the target polygonal area follows the movement of the target virtual object, thereby continuously prompting the player of shooting deviation.
[0073] In one embodiment, the step of “generating a shooting deviation prompt based on the display position, the predicted shooting position and the current crosshair position, and displaying the shooting deviation prompt on the graphical user interface” may include:
[0074] Acquire a target sub-reference point of at least one preset part of the target virtual object;
[0075] A shooting deviation prompt is generated based on the target sub-reference point of the preset position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
[0076] Specifically, the preset parts of the target virtual object may include the head, chest, hands and feet. Each preset part is correspondingly provided with a target sub-reference point. The computer device can generate a corresponding target polygonal area according to the target sub-reference point of each preset part, thereby prompting the player.
[0077] For example, see Figure 7 , the preset parts of the target virtual object may include a head, a chest and a foot, a first target sub-reference point is correspondingly set on the head, a second target sub-reference point is correspondingly set on the chest, and a third target sub-reference point is correspondingly set on the foot; then, the computer device generates a first triangular prompt area based on the first target sub-reference point, the predicted shooting position and the current crosshair position, the computer device generates a second triangular prompt area based on the second target sub-reference point, the predicted shooting position and the current crosshair position, and the computer device generates a third triangular prompt area based on the third target sub-reference point, the predicted shooting position and the current crosshair position.
[0078] In one embodiment, the method further comprises:
[0079] determining a reference point adjustment parameter based on the shooting deviation prompt and the target reference point;
[0080] Adjusting the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point;
[0081] Aiming prompt information is generated based on the new target reference point, wherein the aiming prompt information is used to prompt the player to control the crosshair and move to a position indicated by the aiming prompt information.
[0082] Optionally, the step of “generating aiming prompt information based on the new target reference point” may include:
[0083] Acquire an object contour of the target virtual object;
[0084] Aiming prompt information is generated based on the object outline and the display position of the new target reference point.
[0085] For example, see Figure 8 , the computer device can determine a reference point adjustment parameter based on the shooting deviation prompt and the target reference point, and adjust the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point; then, the object contour of the target virtual object can be obtained, and aiming prompt information is generated based on the object contour and the display position of the new target reference point, wherein the aiming prompt information is used to prompt the player to control the crosshairs and move to the position indicated by the aiming prompt information, that is, to prompt the player to control the crosshairs to move to the aiming prompt information (that is, the shadow area of the object contour) so that the crosshairs fall within the shadow area, thereby prompting the shooting accuracy.
[0086] In one embodiment, the step of “displaying a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position” may include:
[0087] Acquiring relative position information between the predicted shooting position and the current crosshair position;
[0088] The target orientation information is determined based on the relative direction information, and the target orientation information is used as the shooting deviation prompt, wherein the target orientation information is used to prompt the player to control the direction and / or distance that the crosshair needs to move.
[0089] For example, see Fig. 9 , the computer device can obtain the relative direction information between the predicted shooting position and the current crosshair position; determine the target direction information based on the relative direction information, that is, Fig. 9 The dotted arrow shown in the figure uses the target direction information as the shooting deviation prompt. The dotted arrow is used to prompt the player to control the direction and / or distance in which the crosshair needs to move, that is, to indicate that the player needs to at least move the crosshair to the end position of the arrow along the direction indicated by the dotted arrow.
[0090] In one embodiment, the method further comprises:
[0091] Shooting trajectory information is displayed based on the predicted shooting position and the current crosshair position, wherein the shooting trajectory information is used to indicate an attack path of the virtual shooting prop when shooting.
[0092] In summary, the embodiment of the present application provides a game interaction method, which displays the crosshairs of a virtual shooting prop through the graphical user interface; if the crosshairs are aimed at a target virtual object, the predicted shooting position of the virtual shooting prop in the virtual scene under the current crosshairs position is obtained; based on the predicted shooting position and the current crosshairs position, a shooting deviation prompt is displayed on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object. By adopting the scheme of the embodiment of the present application, when the player controls the crosshairs of the virtual shooting prop to aim at the target virtual object, the predicted shooting position corresponding to the current crosshairs position is obtained, and the shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current crosshairs position, the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing aiming and shooting operations, improving the aiming efficiency, and thus improving the player's game interaction experience.
[0093] This embodiment also provides a game interaction device, which can be integrated into a terminal device. Fig.10 As shown, the game interaction device may include:
[0094] A first display unit 201, used for displaying the crosshairs of the virtual shooting props through the graphical user interface;
[0095] An acquisition unit 202 is used to acquire a predicted shooting position of the virtual shooting prop in the virtual scene at a current crosshair position if the crosshair is aimed at a target virtual object;
[0096] The second display unit 203 is used to display a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
[0097] In some embodiments, the game interaction device includes a processing subunit for:
[0098] Acquire the display position of the target virtual object;
[0099] A shooting deviation prompt is generated based on the display position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
[0100] In some embodiments, the game interaction device includes a processing subunit for:
[0101] Acquire a target reference point associated with the display position;
[0102] The target reference point, the predicted shooting position and the current crosshair position are connected in pairs to generate a target polygonal area, and the target polygonal area is used as a shooting deviation prompt, wherein the size of the target polygonal area changes with the change of the current crosshair position and / or the display position.
[0103] In some embodiments, the game interaction device includes a processing subunit for:
[0104] In response to a movement operation on the crosshair, the target polygonal area is adjusted based on the movement operation, so that the adjusted target polygonal area is displayed on the graphical user interface.
[0105] In some embodiments, the game interaction device includes a processing subunit for:
[0106] If the target virtual object moves and the target virtual object does not deviate from the preset range corresponding to the crosshair, the crosshair is automatically controlled to follow the movement of the target virtual object and continue to aim at the target virtual object, and the target polygonal area follows the movement of the target virtual object.
[0107] In some embodiments, the game interaction device includes a processing subunit for:
[0108] Acquire a target sub-reference point of at least one preset part of the target virtual object;
[0109] A shooting deviation prompt is generated based on the target sub-reference point of the preset position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
[0110] In some embodiments, the game interaction device includes a processing subunit for:
[0111] determining a reference point adjustment parameter based on the shooting deviation prompt and the target reference point;
[0112] Adjusting the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point;
[0113] Aiming prompt information is generated based on the new target reference point, wherein the aiming prompt information is used to prompt the player to control the crosshair and move to a position indicated by the aiming prompt information.
[0114] In some embodiments, the game interaction device includes a processing subunit for:
[0115] Acquire an object contour of the target virtual object;
[0116] Aiming prompt information is generated based on the object outline and the display position of the new target reference point.
[0117] In some embodiments, the game interaction device includes a processing subunit for:
[0118] Acquiring relative position information between the predicted shooting position and the current crosshair position;
[0119] The target orientation information is determined based on the relative direction information, and the target orientation information is used as the shooting deviation prompt, wherein the target orientation information is used to prompt the player to control the direction and / or distance that the crosshair needs to move.
[0120] In some embodiments, the game interaction device includes a processing subunit for:
[0121] Shooting trajectory information is displayed based on the predicted shooting position and the current crosshair position, wherein the shooting trajectory information is used to indicate an attack path of the virtual shooting prop when shooting.
[0122] In some embodiments, the game interaction device includes a processing subunit for:
[0123] If the crosshair is aimed at the target virtual object, the historical shooting position of the virtual shooting prop in the virtual scene at the current crosshair position is obtained, and the historical shooting position is used as the predicted shooting position.
[0124] The embodiment of the present application discloses a game interaction device, which displays the crosshairs of a virtual shooting prop through the graphical user interface through a first display unit 201; the acquisition unit 202 acquires the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshairs position if the crosshairs are aimed at the target virtual object; the second display unit 203 displays a shooting deviation prompt in the graphical user interface based on the predicted shooting position and the current crosshairs position, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object. The embodiment of the present application acquires the predicted shooting position corresponding to the current crosshairs position when the player controls the crosshairs of the virtual shooting props to aim at the target virtual object, and displays the shooting deviation prompt in the graphical user interface based on the predicted shooting position and the current crosshairs position, so that the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing aiming and shooting operations, improving the aiming efficiency, and thus improving the player's game interaction experience.
[0125] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Alternatively, the electronic device may be a server.
[0126] like Fig.11 As shown, Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.
[0127] The processor 301 is the control center of the electronic device 300. It uses various interfaces and lines to connect various parts of the entire electronic device 300, and executes various functions and processes data of the electronic device 300 by running or loading software programs and / or units stored in the memory 302, and calling data stored in the memory 302, so as to monitor the electronic device 300 as a whole. The processor 301 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.
[0128] In the embodiment of the present application, the processor 301 in the electronic device 300 will load instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will run the application programs stored in the memory 302 to implement various functions, such as:
[0129] Displaying the crosshairs of the virtual shooting props through the graphical user interface;
[0130] If the crosshair is aimed at the target virtual object, obtaining the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position;
[0131] Based on the predicted shooting position and the current crosshair position, a shooting deviation prompt is displayed on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
[0132] In one embodiment, displaying a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position includes:
[0133] Acquire the display position of the target virtual object;
[0134] A shooting deviation prompt is generated based on the display position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
[0135] In one embodiment, generating a shooting deviation prompt based on the display position, the predicted shooting position and the current crosshair position includes:
[0136] Acquire a target reference point associated with the display position;
[0137] The target reference point, the predicted shooting position and the current crosshair position are connected in pairs to generate a target polygonal area, and the target polygonal area is used as a shooting deviation prompt, wherein the size of the target polygonal area changes with the change of the current crosshair position and / or the display position.
[0138] In one embodiment, the method further comprises:
[0139] In response to a movement operation on the crosshair, the target polygonal area is adjusted based on the movement operation, so that the adjusted target polygonal area is displayed on the graphical user interface.
[0140] In one embodiment, the method further comprises:
[0141] If the target virtual object moves and the target virtual object does not deviate from the preset range corresponding to the crosshair, the crosshair is automatically controlled to follow the movement of the target virtual object and continue to aim at the target virtual object, and the target polygonal area follows the movement of the target virtual object.
[0142] In one embodiment, generating a shooting deviation prompt based on the display position, the predicted shooting position, and the current crosshair position, and displaying the shooting deviation prompt on the graphical user interface includes:
[0143] Acquire a target sub-reference point of at least one preset part of the target virtual object;
[0144] A shooting deviation prompt is generated based on the target sub-reference point of the preset position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
[0145] In one embodiment, the method further comprises:
[0146] determining a reference point adjustment parameter based on the shooting deviation prompt and the target reference point;
[0147] Adjusting the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point;
[0148] Aiming prompt information is generated based on the new target reference point, wherein the aiming prompt information is used to prompt the player to control the crosshair and move to a position indicated by the aiming prompt information.
[0149] In one embodiment, generating aiming prompt information based on the new target reference point includes:
[0150] Acquire an object contour of the target virtual object;
[0151] Aiming prompt information is generated based on the object outline and the display position of the new target reference point.
[0152] In one embodiment, displaying a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position includes:
[0153] Acquiring relative position information between the predicted shooting position and the current crosshair position;
[0154] The target orientation information is determined based on the relative direction information, and the target orientation information is used as the shooting deviation prompt, wherein the target orientation information is used to prompt the player to control the direction and / or distance that the crosshair needs to move.
[0155] In one embodiment, the method further comprises:
[0156] Shooting trajectory information is displayed based on the predicted shooting position and the current crosshair position, wherein the shooting trajectory information is used to indicate an attack path of the virtual shooting prop when shooting.
[0157] In one embodiment, if the crosshair is aimed at the target virtual object, obtaining the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position includes:
[0158] If the crosshair is aimed at the target virtual object, the historical shooting position of the virtual shooting prop in the virtual scene at the current crosshair position is obtained, and the historical shooting position is used as the predicted shooting position.
[0159] The electronic device provided in the embodiment of the present application can display the crosshairs of the virtual shooting props through the graphical user interface; if the crosshairs are aimed at the target virtual object, the predicted shooting position of the virtual shooting props in the virtual scene under the current crosshairs position is obtained; based on the predicted shooting position and the current crosshairs position, a shooting deviation prompt is displayed in the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting props shoot at the target virtual object. By adopting the scheme of the embodiment of the present application, when the player controls the crosshairs of the virtual shooting props to aim at the target virtual object, the predicted shooting position corresponding to the current crosshairs position is obtained, and the shooting deviation prompt is displayed in the graphical user interface based on the predicted shooting position and the current crosshairs position, the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing aiming and shooting operations, improving the aiming efficiency, and thus improving the player's game interaction experience.
[0160] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0161] Optional, such as Fig.11 As shown, the electronic device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art can understand that Fig.11 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0162] The touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 301, and can receive the command sent by the processor 301 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event, and then the processor 301 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 303 can also be used as a part of the input unit 306 to realize the input function.
[0163] The radio frequency circuit 304 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.
[0164] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 305 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then sent to another electronic device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earplug jack to provide communication between an external headset and the electronic device.
[0165] The input unit 306 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0166] The power supply 307 is used to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 307 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0167] although Fig.11 Not shown, the electronic device 300 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0168] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0169] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0170] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any game interaction method provided in the embodiment of the present application. The computer program can execute the following steps of the game interaction method:
[0171] Displaying the crosshairs of the virtual shooting props through the graphical user interface;
[0172] If the crosshair is aimed at the target virtual object, obtaining the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position;
[0173] Based on the predicted shooting position and the current crosshair position, a shooting deviation prompt is displayed on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
[0174] Due to the computer program stored in the storage medium, the crosshairs of the virtual shooting props can be displayed through the graphical user interface; if the crosshairs are aimed at the target virtual object, the predicted shooting position of the virtual shooting props in the virtual scene under the current crosshairs position is obtained; based on the predicted shooting position and the current crosshairs position, a shooting deviation prompt is displayed in the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation of the virtual shooting props when shooting at the target virtual object. By adopting the scheme of the embodiment of the present application, when the player controls the crosshairs of the virtual shooting props to aim at the target virtual object, the predicted shooting position corresponding to the current crosshairs position is obtained, and the shooting deviation prompt is displayed in the graphical user interface based on the predicted shooting position and the current crosshairs position, the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing aiming and shooting operations, improving the aiming efficiency, and thus improving the player's game interaction experience.
[0175] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0176] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0177] Since the computer program stored in the computer-readable storage medium can execute any one of the game interaction methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the game interaction methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0178] According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.
[0179] In the above-mentioned game interaction device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the above-mentioned game interaction device, computer-readable storage medium, computer program product, electronic device and its corresponding units can refer to the description of the game interaction method in the above embodiment, and will not be repeated here.
[0180] The above is a detailed introduction to a game interaction method, device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A game interaction method, characterized in that: A graphical user interface is provided through a terminal device, the graphical user interface including at least a portion of a virtual scene, and at least a portion of a controlled virtual object located in the virtual scene and controlled and operated by the terminal device, the graphical user interface also including at least a portion of a virtual shooting prop currently held and used by the controlled virtual object, the method comprising: Displaying the crosshairs of the virtual shooting props through the graphical user interface; If the crosshair is aimed at the target virtual object, obtaining the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position; Based on the predicted shooting position and the current crosshair position, a shooting deviation prompt is displayed on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
2. The method according to claim 1, characterized in that The step of displaying a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position includes: Acquire the display position of the target virtual object; A shooting deviation prompt is generated based on the display position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
3. The method according to claim 2, characterized in that The generating of the shooting deviation prompt based on the display position, the predicted shooting position and the current crosshair position includes: Acquire a target reference point associated with the display position; The target reference point, the predicted shooting position and the current crosshair position are connected in pairs to generate a target polygonal area, and the target polygonal area is used as a shooting deviation prompt, wherein the size of the target polygonal area changes with the change of the current crosshair position and / or the display position.
4. The method according to claim 3, characterized in that The method further comprises: In response to a movement operation on the crosshair, the target polygonal area is adjusted based on the movement operation, so that the adjusted target polygonal area is displayed on the graphical user interface.
5. The method according to claim 3, characterized in that: The method further comprises: If the target virtual object moves and the target virtual object does not deviate from the preset range corresponding to the crosshair, the crosshair is automatically controlled to follow the movement of the target virtual object and continue to aim at the target virtual object, and the target polygonal area follows the movement of the target virtual object.
6. The method according to claim 3, characterized in that The step of generating a shooting deviation prompt based on the display position, the predicted shooting position, and the current crosshair position, and displaying the shooting deviation prompt on the graphical user interface includes: Acquire a target sub-reference point of at least one preset part of the target virtual object; A shooting deviation prompt is generated based on the target sub-reference point of the preset position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
7. The method according to claim 3, characterized in that The method further comprises: determining a reference point adjustment parameter based on the shooting deviation prompt and the target reference point; Adjusting the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point; Aiming prompt information is generated based on the new target reference point, wherein the aiming prompt information is used to prompt the player to control the crosshair and move to a position indicated by the aiming prompt information.
8. The method according to claim 7, characterized in that The generating aiming prompt information based on the new target reference point includes: Acquire an object contour of the target virtual object; Aiming prompt information is generated based on the object outline and the display position of the new target reference point.
9. The method according to claim 1, characterized in that: The step of displaying a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position includes: Acquiring relative position information between the predicted shooting position and the current crosshair position; The target orientation information is determined based on the relative direction information, and the target orientation information is used as the shooting deviation prompt, wherein the target orientation information is used to prompt the player to control the direction and / or distance that the crosshair needs to move.
10. The method according to claim 1, characterized in that The method further comprises: Shooting trajectory information is displayed based on the predicted shooting position and the current crosshair position, wherein the shooting trajectory information is used to indicate an attack path of the virtual shooting prop when shooting.
11. The method according to claim 1, characterized in that: If the crosshair is aimed at the target virtual object, obtaining the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position includes: If the crosshair is aimed at the target virtual object, the historical shooting position of the virtual shooting prop in the virtual scene at the current crosshair position is obtained, and the historical shooting position is used as the predicted shooting position.
12. A game interaction device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes at least part of a virtual scene, and at least part of a controlled virtual object located in the virtual scene and controlled and operated by the terminal device, and the graphical user interface also includes at least part of a virtual shooting prop currently held and used by the controlled virtual object, including: A first display unit, used for displaying the crosshairs of the virtual shooting props through the graphical user interface; An acquisition unit, configured to acquire a predicted shooting position of the virtual shooting prop in the virtual scene at a current crosshair position if the crosshair is aimed at a target virtual object; The second display unit is used to display a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots the target virtual object.
13. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the game interaction method as claimed in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the game interaction method according to any one of claims 1 to 11.
Citation Information
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