Virtual item control method and device, electronic equipment and storage medium
By automatically adjusting the direction of the virtual shooting prop's exit port in response to sliding operations when the scope is not open in FPS games, the problem of difficulty in operation for novice players is solved, and the gaming experience and operation smoothness are improved.
Patent Information
- Application Number
- CN202510828290.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-19
- Publication Date
- 2025-09-26
AI Technical Summary
In existing FPS games, novice players find it difficult to understand and operate the turning controls of virtual shooting props, and are unable to accurately aim at the shooting target after turning, which affects the gaming experience.
By responding to the sliding operation in the unscoped state, the direction of the shooting port of the virtual shooting prop is automatically adjusted, and the rotation parameters are determined according to the sliding operation parameters to achieve automatic alignment of the shooting port.
It reduces the difficulty of operating virtual shooting props, improves the player's gaming experience and retention rate, and enhances the smoothness of game operation.
Smart Images

Figure CN120695449A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer application technology, and in particular to a control method, device, electronic device, and storage medium for virtual props. Background Art
[0002] In existing first-person shooting games (FPS games), there are virtual shooting props that can turn the shooting port left or right. Players control the turning of the shooting port by operating the corresponding operation controls for the left turn or right turn displayed on the game interface, resulting in a high understanding cost for novice players. In addition, the shooting port can only be rotated 90 degrees when turning left or right, but the shooting target of the virtual shooting prop will not be exactly in the 90-degree direction of the left turn or right turn. If the shooting port of the virtual shooting prop is not aimed at the shooting target after turning, the player needs to operate the shooting port of the virtual shooting prop to restore the straight shooting state and re-move the controlled virtual object to aim at the shooting target, affecting the player's gaming experience. Summary of the Invention
[0003] In view of this, the purpose of the present application is to provide at least one method, device, electronic device and storage medium for controlling virtual props to overcome at least one of the above-mentioned defects.
[0004] In a first aspect, an exemplary embodiment of the present application provides a method for controlling a virtual prop, providing a graphical user interface through a terminal device, the method comprising: displaying a game scene picture obtained by shooting the game scene through a first virtual camera in the graphical user interface; when a virtual shooting prop held by a controlled virtual object is in an unscoped state, in response to a first sliding operation performed on the graphical user interface, determining a rotation parameter for the virtual shooting prop according to the operating parameters of the first sliding operation; when the first sliding operation ends, controlling the direction of the exit of the virtual shooting prop to be adjusted according to the rotation parameter.
[0005] In a second aspect, an embodiment of the present application further provides a control device for a virtual prop, which provides a graphical user interface through a terminal device, and the device includes: a display module, which displays a game scene picture obtained by shooting the game scene through a first virtual camera in the graphical user interface; a parameter determination module, which responds to a first sliding operation performed on the graphical user interface when the virtual shooting prop held by the controlled virtual object is in an unscoped state, and determines the rotation parameters for the virtual shooting prop according to the operation parameters of the first sliding operation; and a control module, which controls the direction of the exit of the virtual shooting prop to be adjusted according to the rotation parameters when the first sliding operation ends.
[0006] In a third aspect, an embodiment of the present application also provides an electronic device, a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to perform the steps of the above-mentioned information processing method.
[0007] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above-mentioned information processing method are executed.
[0008] The embodiments of the present application provide a method, device, electronic device, and storage medium for controlling virtual props, which can reduce the difficulty of users operating virtual shooting props, improve the player's gaming experience, and increase retention rate.
[0009] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are given below and described in detail with reference to the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0010] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following is a brief introduction to the drawings required for use in the embodiments. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0011] Figure 1 A flowchart of a method for controlling a virtual prop provided in an embodiment of the present application is shown.
[0012] Figure 2 A schematic diagram of a graphical user interface of a virtual shooting prop provided in an embodiment of the present application in a non-scoped state is shown. Figure 1 .
[0013] Figure 3 A schematic diagram of a graphical user interface of a virtual shooting prop provided in an embodiment of the present application in a non-scoped state is shown. Figure 2 .
[0014] Figure 4 A flowchart of another method for controlling virtual props provided in an embodiment of the present application is shown.
[0015] Figure 5 A schematic diagram of a graphical user interface of a virtual shooting prop provided by an embodiment of the present application in a scoped state is shown.
[0016] Figure 6A schematic structural diagram of a virtual prop control device provided in an embodiment of the present application is shown.
[0017] Figure 7 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0018] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of illustration and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowcharts can be implemented out of sequence, and steps without logical context can be reversed or implemented simultaneously. In addition, those skilled in the art, under the guidance of the contents of this application, can add one or more other operations to the flowchart, or remove one or more operations from the flowchart.
[0019] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0020] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a description of the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.
[0021] It should be understood that in the embodiments of the present application, "B corresponding to A," "B corresponding to A," "A corresponds to B," or "B corresponds to A" means that B is associated with A and B can be determined based on A. Determining B based on A does not mean determining B based solely on A; B can also be determined based on A and / or other information.
[0022] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application generally described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of the present application. Based on the embodiments of 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.
[0023] In current games, two turning controls are displayed on the game interface, one for turning the virtual shooting prop's exit port left or right. This makes turning the virtual shooting prop very inconvenient for players, affecting the user experience for novice players and increasing the difficulty of understanding the turning controls. Furthermore, the turning controls only control the exit port 90 degrees left or right. However, in most cases, the target is not fixed in the direction of the exit's 90-degree left or right turn. Therefore, the player needs to re-control the virtual shooting prop to aim at the target, which prevents players from using the turning virtual shooting prop to reduce the number of aiming steps, thus reducing the player's gaming experience.
[0024] In response to at least one of the above-mentioned problems, the present application proposes a method for controlling virtual props, which can reduce the difficulty of users operating virtual shooting props, improve players' gaming experience, and increase retention rate.
[0025] First, the names involved in the embodiments of this application are introduced.
[0026] Terminal equipment:
[0027] The terminal device involved in the embodiments of the present application mainly refers to an electronic device that can provide a user interface (UI) to achieve human-computer interaction. In an exemplary application scenario, the terminal device can be used to provide a game screen (e.g., an interface presenting a game scene) and an intelligent device that can control controlled virtual objects. The terminal device may include, but is not limited to, any of the following devices: a smartphone, a tablet computer, a portable computer, a desktop computer, a game console, a personal digital assistant (PDA), an e-book reader, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc. The terminal device has an application installed and running that supports game scenes, such as an application that supports three-dimensional game scenes. The application may include, but is not limited to, a virtual reality application, a three-dimensional map program, a military simulation program, a MOBA game (Multiplayer Online Battle Arena), a multiplayer gun battle survival game, or a third-person shooter game (TPS). Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-based application.
[0028] In one case, the terminal device includes a display, a game console body separate from the display, and an input unit separate from the game console body, such as a mouse, keyboard, or controller, with multiple input buttons configured on the input unit. In another case, a portable terminal device includes the game console body, a liquid crystal display positioned approximately in the center of the game console body, and input units positioned on either side of the liquid crystal display, such as multiple input buttons. Alternatively, the portable terminal device may include a touch screen, with the touch screen serving as the input unit. In these terminal devices, by operating the input unit, various commands can be issued to the game character displayed on the display.
[0029] Graphical User Interface:
[0030] A graphical user interface (GUI) is an interface display format for communication between humans and computers. It allows users to manipulate on-screen icons, logos, or menu options using input devices such as a mouse, keyboard, and / or game controller. It also allows users to manipulate on-screen icons or menu options by performing touch operations on the touch screen of a touch-sensitive terminal to select commands, launch programs, or perform other tasks. In a gaming scenario, the GUI can display both a game scene interface and a game configuration interface.
[0031] Virtual scene:
[0032] It is a virtual environment displayed (or provided) when the application is running on a terminal device or server. Optionally, the virtual scene is a simulation of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. The virtual environment can be the sky, land, ocean, etc. Among them, the virtual scene is a scene where the user controls the controlled virtual objects to complete the game logic. Optionally, the virtual scene is also used for virtual environment battles between at least two controlled virtual objects, and the virtual scene has virtual resources that can be used by at least two controlled virtual objects.
[0033] Controlled virtual objects:
[0034] It can be a controlled virtual object controlled by a player in a virtual environment, including but not limited to at least one of a virtual character, a virtual animal, an anime character, a virtual battleship, a virtual vehicle, a virtual airplane, and a virtual ship, and can also be a controlled virtual object (NPC) controlled by a non-player. Optionally, when the virtual environment is a three-dimensional virtual environment, the controlled virtual object can be a three-dimensional virtual model, each controlled virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Optionally, the controlled virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, or a three-dimensional object constructed based on three-dimensional technology, and the controlled virtual object achieves different external images by being given different skins. In some implementations, the controlled virtual object can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.
[0035] There may be multiple controlled virtual objects in a virtual scene, and the controlled virtual object is a controlled virtual object manipulated by the player (i.e., an object controlled by the player through an input device or a touch screen), or an artificial intelligence (AI) set in a virtual environment through training. Optionally, the controlled virtual object is an object that fights in a game scene. Optionally, the number of controlled virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of terminal devices joining the virtual battle, and the embodiments of the present application are not limited to this. In one possible implementation, the user can control the controlled virtual object to move in the virtual scene, and can also control the controlled virtual object to fight with other controlled virtual objects using skills, virtual props, etc. provided by the application.
[0036] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal device's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game scene screen and the game configuration interface, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0037] The application scenarios to which this application is applicable are introduced. This application can be applied to the field of game technology, in which multiple players participating in the game join the same virtual game.
[0038] Before entering a virtual battle, players can select different character attributes, such as identity attributes, for their virtual characters in the virtual battle. By assigning different character attributes to determine different camps, players can win the game by completing tasks assigned by the game during different stages of the virtual battle. For example, multiple virtual characters with character attribute A can "eliminate" virtual characters with character attribute B during the game to win the game. Alternatively, character attributes can be randomly assigned to each virtual character participating in the virtual battle upon entering the virtual battle.
[0039] An implementation environment provided by one embodiment of the present application may include: a first terminal device, a server, and a second terminal device, wherein the first terminal device and the second terminal device each communicate with the server to implement data communication. In this embodiment, the first terminal device and the second terminal device are each installed with an application program that executes the information processing method provided by the present application, and the server is a server-side device that executes the information processing method provided by the present application. Through the application program, the first terminal device and the second terminal device can each communicate with the server.
[0040] Taking the first terminal device as an example, the first terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual battle based on the game request of the application. The parameters of the virtual battle can be determined based on the parameters in the received game request. For example, the parameters of the virtual battle may include the number of people participating in the virtual battle, the level of the characters participating in the virtual battle, etc. When the first terminal device receives a response from the game server, the game scene corresponding to the virtual battle is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user. The virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user (i.e., the first virtual character). The first user inputs character operation instructions through the graphical user interface to control the player character to perform corresponding operations in the game scene.
[0041] Taking the second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an optional embodiment, the server establishes a virtual battle based on the game request of the application. The parameters of the virtual battle can be determined based on the parameters in the received game request. For example, the parameters of the virtual battle may include the number of people participating in the virtual battle, the level of the characters participating in the virtual battle, etc. When the second terminal device receives the response from the server, the game scene corresponding to the virtual battle is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by a second user. The virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user (i.e., the second virtual character). The second user inputs character operation instructions through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.
[0042] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding game scene and / or virtual character according to the synchronization data sent by the game server.
[0043] In this embodiment, the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device are virtual characters in the same virtual battle. The first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device can have the same character attributes or different character attributes, and the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device can belong to the same camp or different camps.
[0044] It should be noted that a virtual battle may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in a virtual battle, there are more than two terminal devices that send and synchronize game data with the game server respectively.
[0045] In a possible implementation, an embodiment of the present application provides a method for controlling a virtual prop, which can be run on a local terminal device and provide a graphical user interface through the terminal device, wherein the terminal device can be the local terminal device mentioned above.
[0046] To facilitate understanding of the present application, the control method, device, electronic device and storage medium of the virtual props provided in the embodiments of the present application are introduced in detail below.
[0047] See also Figure 1 , Figure 1 This is a flowchart of a method for controlling a virtual item provided by an exemplary embodiment of the present application. The method provides a graphical user interface through a terminal device. The method includes:
[0048] S101: Displaying a game scene screen.
[0049] Wherein, the game scene picture obtained by shooting the game scene with the first virtual camera is displayed in the graphical user interface.
[0050] Specifically, the terminal device involved in the embodiments of the present application primarily refers to a terminal that provides a graphical user interface and is capable of controlling controlled virtual objects. In other words, the terminal device is a local terminal device operated by a user. The user operates a pre-installed game application on the terminal device, so that a game scene is presented through the graphical user interface during the running of the game application on the terminal device. The game scene includes an environment for virtual objects to interact, such as plains, streets, valleys, etc. for virtual objects to engage in combat.
[0051] Exemplarily, the game scene image is a scene image obtained by observing the game scene from a first virtual camera at a preset distance from the controlled virtual object and in the direction of the controlled virtual object's field of view. The first virtual camera is a camera that observes the game scene at a first magnification. In other words, the game scene image observed by the first virtual camera is an image generated by observing the game scene from the first-person perspective of the controlled virtual object.
[0052] For example, the player controls the rotation of the first virtual camera to change the shooting direction of the first virtual camera, thereby changing the game scene in the game scene screen. Alternatively, the player controls the movement of a controlled virtual object in the game scene, causing the field of view of the controlled virtual object to move accordingly. Consequently, the shooting direction of the first virtual camera also moves in accordance with the change in field of view, thereby changing the game scene presented in the game scene screen.
[0053] S102: In response to a first sliding operation performed on the graphical user interface, determining a rotation parameter for the virtual shooting prop according to an operation parameter of the first sliding operation.
[0054] The first sliding operation is performed while the virtual shooting prop held by the controlled virtual object is in an unscoped state. In other words, the game scene is viewed from the first-person perspective of the controlled virtual object, without looking through the scope of the virtual shooting prop. Furthermore, the unscoped state refers to observing the game scene without using the scope of the virtual shooting prop. Shooting in the unscoped state means shooting directly at a target using the virtual shooting prop without looking through the scope.
[0055] Specifically, the virtual shooting prop includes a shooting port that can rotate independently of the main body of the prop. That is, the virtual shooting prop includes a rotatable portion and a main body. The rotatable portion may include a firing tube and a sight. The firing port refers to the port on the firing tube from which the bullet is ejected. When the virtual shooting prop is controlled to fire, the bullet is ejected from the firing port in the direction indicated by the crosshairs of the sight. Furthermore, when the direction of the firing port of the virtual shooting prop changes, the aiming direction of the sight also changes.
[0056] Furthermore, when the shooting port of the virtual shooting prop is not rotated, the shooting port direction, the aiming direction and the center direction of the main body are in the same direction; when the shooting port of the virtual shooting prop is rotated, the shooting port direction and the aiming direction are consistent, which is different from the center direction of the main body.
[0057] For example, when changing the direction of the shooting port of a virtual shooting prop, one can rotate only the rotatable portion of the virtual shooting prop without rotating the main body, or the entire virtual shooting prop. Furthermore, when rotating only the rotatable portion of the virtual shooting prop, the direction of the shooting port of the rotatable portion changes while the central direction of the main body remains unchanged; when rotating the entire virtual shooting prop, the direction of the shooting port of the rotatable portion and the central direction of the main body rotate simultaneously.
[0058] Specifically, the method further includes: when the virtual shooting prop is in an unscoped state, displaying a crosshair of the virtual shooting prop on the game scene screen.
[0059] The crosshair serves as a guide for the virtual shooting prop's aiming direction in the game scene. Furthermore, the player uses the crosshair to determine the virtual shooting prop's aiming direction and the impact point of the shot. In other words, the crosshair serves as a reference for the player to determine whether the virtual shooting prop's shot is aimed at the target, helping the player to execute the shooting operation at the target after confirming that the controlled virtual object is accurately aimed at the target.
[0060] For example, when the virtual shooting prop is in an unscoped state, a crosshair is displayed on the game scene screen. In response to an operation instruction regarding the shooting direction of the first virtual camera, the game scene in the game scene screen changes, but the position of the crosshair does not change. When the virtual shooting prop is in an unscoped state and the first sliding operation is not triggered, if the entire virtual shooting prop is controlled to rotate, the direction of the shooting port of the virtual shooting prop is changed, so that the crosshair rotates with the rotation of the shooting port of the virtual shooting prop, while the game scene provided in the game scene screen remains unchanged.
[0061] For example, if the direction of the shooting port of the virtual shooting prop is aligned with the center direction of the main body before the first sliding operation is triggered, after the first sliding operation is triggered, only the direction of the shooting port of the virtual shooting prop changes, while the center direction of the main body remains unchanged. In other words, in response to the first sliding operation, the main body of the virtual shooting prop remains stationary.
[0062] That is, as the player manipulates the virtual shooting prop's shooting port to rotate, the crosshairs displayed on the game scene screen are synchronously changed without changing the game scene displayed on the game scene screen. As the player manipulates the image captured by the first virtual camera, the game scene on the game scene screen is synchronously changed without adjusting the crosshairs.
[0063] For example, a crosshair in a shooting game is an icon or symbol used for aiming and shooting, typically displayed on a graphical user interface when a player controls a virtual shooting tool held by a controlled virtual object. The style and features of the crosshair generally vary from game to game; for example, it can be a small dot, a crosshair, a circle, or another shaped icon. Some shooting games also offer the option to customize the crosshair, allowing players to adjust it based on their gaming preferences.
[0064] See also Figure 2 , Figure 2 Schematic diagram of a graphical user interface of a virtual shooting prop provided by an exemplary embodiment of the present application in an unscoped state Figure 1 .like Figure 2As shown, a game scene screen in which a virtual shooting prop 202 held by a controlled virtual object 201 is in an unscoped state is displayed on the graphical user interface 20, and a crosshair 203 is displayed on the game scene screen, wherein the small dot in the crosshair is used to indicate the aiming direction of the crosshair.
[0065] In an embodiment of the present application, the rotation parameters include the rotation direction and / or rotation angle of the exit. The rotation direction refers to the direction from the exit at the beginning of the response to the first sliding operation to the exit at the end of the operation. The rotation angle refers to the angle from the exit at the beginning of the response to the first sliding operation to the exit at the end of the operation.
[0066] Specifically, the rotation parameters for the virtual shooting prop are determined in the following manner: according to the operation parameters of the first sliding operation, whether the automatic alignment condition is met is detected; if the automatic alignment condition is met, the automatic alignment angle is calculated according to the current aiming direction and the target aiming direction, the current aiming direction is the aiming direction of the crosshairs of the virtual shooting prop when the first sliding operation is triggered, and the target aiming direction is the aiming direction of the crosshairs when the shooting port of the virtual shooting prop is aimed at the shooting target; the sliding direction indicated by the first sliding operation is determined as the rotation direction of the shooting port, and the automatic alignment angle is determined as the rotation angle of the shooting port.
[0067] Exemplarily, the operational parameters of the first sliding operation include at least a sliding direction, wherein the sliding direction of the first sliding operation is used to determine the rotation direction of the virtual shooting prop. The first sliding operation may be a sliding operation recorded by the gaming system when the player slides on the touch screen to control the rotation of the shooting port.
[0068] In one embodiment, the sliding direction of the first sliding operation may be the vector direction of the sliding vector corresponding to the sliding operation that is first recognized during the first sliding operation. In another embodiment, the sliding direction of the first sliding operation may be the vector direction of the sliding vector from the initial position to the end position of the first sliding operation.
[0069] Exemplarily, the first sliding operation can be one of the sliding operations such as an upward sliding operation, a downward sliding operation, a left sliding operation, and a right sliding operation, or it can be a combination of two or more sliding operations such as an upward sliding operation, a downward sliding operation, a left sliding operation, and a right sliding operation. This application does not limit this.
[0070] For example, if the sliding direction of the first sliding operation includes leftward or rightward, a coordinate system is constructed using the initial position of the first sliding operation as the origin and the horizontal and vertical directions. If the sliding vector corresponding to the first sliding operation is located in the quadrant between the horizontal leftward direction and the vertical upward direction in the coordinate system, the sliding direction of the first sliding operation is considered to be leftward; if the sliding vector corresponding to the first sliding operation is located in the quadrant between the horizontal rightward direction and the vertical upward direction in the coordinate system, the sliding direction of the first sliding operation is considered to be rightward.
[0071] Specifically, the detecting whether the automatic alignment condition is satisfied includes: detecting whether the shooting target exists within a preset range area, wherein the preset range area is a range area corresponding to the virtual shooting prop in the rotation direction.
[0072] The preset range area refers to an area within the range of the virtual shooting prop. In other words, the likelihood of a target within the preset range area being attacked by the virtual shooting prop is greater than the likelihood of a target within an area outside the preset range area being attacked by the virtual shooting prop.
[0073] For example, the preset shooting range area can be a predetermined sector-shaped area corresponding to the sliding direction determined by the position of the shooting port at the time of the initial response to the first sliding operation as the center and the shooting range of the virtual shooting prop as the radius. Furthermore, by identifying whether a target is within the preset shooting range area, whether the automatic shooting condition is met is determined, thereby increasing the accuracy of the shooting at the target after the shooting port is rotated, reducing the player's operating difficulty, and improving the player's gaming experience.
[0074] For example, when the first sliding operation is a left slide, the preset range area refers to a sector-shaped area with the initial exit position as the center and a length of 10 meters in the game scene as the radius, and rotated 90 degrees counterclockwise from the initial exit; when the first sliding operation is a right slide, the preset range area refers to a sector-shaped area with the initial exit position as the center and a length of 10 meters in the game scene as the radius, and rotated 90 degrees clockwise from the initial exit.
[0075] That is, based on the sliding direction of the first sliding operation, it is determined whether there is a shooting target within the preset shooting range area in that sliding direction. If there is a shooting target, the automatic alignment condition is met; if there is no shooting target, the automatic alignment condition is not met. Furthermore, when the shooting port is rotated in the unscoped state, the automatic alignment condition is used to determine whether the virtual shooting prop can automatically aim at the shooting target.
[0076] Exemplarily, in response to a first sliding operation to the left, it is determined whether there is a shooting target in the preset range area on the left. If so, the rotation direction and rotation angle of the exit required for aiming at the shooting target are determined, so that the crosshairs of the virtual shooting prop can be aligned with the shooting target after the direction of the exit is adjusted. If not, the automatic alignment condition is not met.
[0077] The shooting target refers to the object that interacts with the shooting action performed by the controlled virtual object. The shooting target can be an active object in the virtual scene, such as a virtual character controlled by another player or a virtual character controlled by a non-player. The virtual character controlled by another player can be a virtual object from a different enemy camp than the camp to which the controlled virtual object belongs. The shooting target can also be a static object in the virtual scene, such as a virtual prop in the virtual scene, a pre-marked attack position on the map, a virtual object in the virtual environment, etc. Optionally, the attack position can be a position to be occupied to indicate victory in the game. Virtual objects can be objects that need to be cleared by attacking, such as obstacles on the path, virtual walls, etc., and then by clearing virtual objects, a virtual road can be opened up, a warehouse can be emptied, etc.
[0078] After a virtual object is shot by a virtual shooting prop, the attack progress can be indicated by a progress bar. The attack progress can indicate the health value of the movable object, the progress of picking up the virtual prop, the progress of occupying the position to be attacked, the progress of clearing, etc.
[0079] Furthermore, when the automatic alignment conditions are met, the automatic alignment angle refers to the angle between the current aiming direction and the target aiming direction. In other words, the automatic alignment angle refers to the rotation angle required to rotate the aiming direction of the crosshairs to align with the target when the first sliding operation is triggered. Furthermore, the sliding direction indicated by the first sliding operation is determined as the rotation direction of the shooting port, and the automatic alignment angle is determined as the rotation angle of the shooting port. Thus, the automatic alignment angle determined when the automatic diagonal conditions are met can automatically align the virtual shooting prop with the shooting port rotated, allowing it to align with the target without any player input, reducing the number of steps required for the player, lowering the game difficulty, and enhancing the player's gaming experience.
[0080] When the automatic alignment conditions are met, the shooting target includes at least one within the preset range area. When there are multiple shooting targets, the target aiming direction can be the target aiming direction corresponding to the shooting target with the smallest automatic alignment angle, or the target aiming direction corresponding to the shooting target closest to the controlled virtual object, and this application does not impose any restrictions on this.
[0081] Specifically, the rotation parameters for the virtual shooting prop are determined in the following manner: if the automatic alignment condition is not met, the sliding direction indicated by the first sliding operation is determined as the rotation direction, and the set preset rotation angle is determined as the rotation angle, and the preset rotation angle includes the rotation angle set for the direction of the exit port of the virtual shooting prop in the open scope state or the default rotation angle.
[0082] In other words, the preset rotation angle can be a rotation angle set by the player in the scoped state or a default rotation angle. The default rotation angle refers to the rotation angle set by default in the game program, not the rotation angle set by the player. The rotation angle set by the player in the scoped state can be the most recently stored rotation angle.
[0083] Optionally, when the automatic alignment condition is not met, the most recently stored rotation angle is read from the storage address. The rotation angle is the rotation angle for the direction of the exit adjusted by the player in the aiming state. Furthermore, if the rotation angle set by the player is not read, it means that the rotation angle set by the player is directly used as the rotation angle of the exit. When the rotation angle set by the player in the aiming state is not read, the default rotation angle is used as the rotation angle of the exit. Furthermore, when the automatic alignment condition is not met in the unaimed state, the rotation angle adjusted in the aiming state or the default rotation angle is used as the rotation angle of the rotation parameter. The rotation angle of the exit direction is not fixed, which increases the operating experience.
[0084] Specifically, the method further includes: in response to satisfying the automatic alignment condition, canceling the display of the crosshairs, and changing the presentation form for the shooting target to indicate that the shooting port of the virtual shooting prop is aligned with the shooting target.
[0085] For example, in an unscoped game scene, a crosshair of a virtual shooting prop is displayed on the game scene screen, and the game scene screen is a game scene screen observed without a scope. In response to a first sliding operation for changing the orientation of the shooting port, the orientation of the shooting port of the virtual shooting prop is changed, thereby synchronously changing the aiming direction of the crosshair. In this case, because the virtual shooting prop only rotates the shooting port while the main body remains stationary, the aiming direction of the crosshair cannot be viewed from the first-person perspective of the controlled virtual object. Further, after responding to the first sliding operation, if it is determined that the automatic alignment condition is met, the crosshair is removed from the game scene screen to prompt the player that the shooting port of the virtual shooting prop has rotated.
[0086] That is, by changing the presentation of the shooting target, the player is informed to aim the crosshairs at the shooting target when the shooting port is turned. Changing the presentation of the shooting target includes changing the color of the target outline of the shooting target, and the target outline can be the actual outermost outline of the shooting target.
[0087] That is, when the scope is not open, the target outline of the shooting target is displayed in the first color on the game scene screen, and when the automatic alignment condition is met, the target outline of the shooting target is displayed in the second color on the game scene screen to inform the player that the crosshairs are aligned with the shooting target. Furthermore, the first color is used to indicate that the crosshairs are not aligned with the shooting target, and the second color is used to indicate that the crosshairs are aligned with the shooting target when the first sliding operation is triggered.
[0088] Furthermore, when controlling the direction of the shooting port of a virtual shooting prop, the change caused by the crosshair in the game scene can be a change in the crosshair's position or the removal of the crosshair's display. The change in the crosshair's position refers to the change caused by changing the direction of the shooting port of the virtual shooting prop as a whole, while the removal of the crosshair's display refers to the change caused by changing only the direction of the shooting port while keeping the main control unit unchanged.
[0089] Specifically, determining the rotation parameters for the virtual shooting prop based on the operation parameters of the first sliding operation includes: determining a target position corresponding to the first sliding operation performed on the graphical user interface; and determining the rotation parameters for the virtual shooting prop based on the relative position relationship between the target position and a preset sliding area of the graphical user interface.
[0090] That is, in response to the first sliding operation, a target position corresponding to the first sliding operation is determined. The target position can be any of the following: the initial position of the first sliding operation, the end position of the first sliding operation, or each path position on the sliding path involved in the first sliding operation. Thus, the rotation parameter is determined by the relative positional relationship between the target position and the preset sliding area of the graphical user interface. Furthermore, the relative positional relationship between the target position and the preset sliding area includes whether the target position belongs to the preset sliding area or whether the target position does not belong to the preset sliding area.
[0091] The preset sliding area refers to a preset area on the graphical user interface used to trigger adjustment of the exit port's orientation when the scope is not engaged. Furthermore, by setting the preset sliding area and determining whether the first sliding operation is performed within the preset sliding area, it is determined whether the first sliding operation is a sliding operation for determining a rotation parameter. In this way, the preset sliding area is associated with changes in the exit port's orientation, reducing the difficulty of adjusting the exit port's orientation.
[0092] Exemplarily, determining whether the target position belongs to the preset sliding area can be achieved by determining whether the initial position of the first sliding operation belongs to the preset sliding area. If the initial position of the first sliding operation belongs to the preset sliding area, the target position is considered to belong to the preset sliding area. If the initial position of the first sliding operation does not belong to the preset sliding area, the target position is considered not to belong to the preset sliding area. Determining whether the target position belongs to the preset sliding area can be achieved by determining whether the end position of the first sliding operation belongs to the preset sliding area. If the end position of the first sliding operation belongs to the preset sliding area, the target position is considered to belong to the preset sliding area. If the end position of the first sliding operation does not belong to the preset sliding area, the target position is considered not to belong to the preset sliding area. Furthermore, it is only necessary to determine the relative positional relationship between the initial position or the end position of the first sliding operation and the preset sliding area, thereby reducing the background judgment steps, reducing server consumption and improving server processing efficiency.
[0093] Alternatively, determining whether the target position belongs to the preset sliding area can be achieved by determining whether each path position on the sliding path involved in the first sliding operation belongs to the preset sliding area. If each path position on the sliding path involved in the first sliding operation belongs to the preset sliding area, then the target position is considered to belong to the preset sliding area. If any path position on the sliding path involved in the first sliding operation does not belong to the preset sliding area, then the target position is considered not to belong to the preset sliding area. In this way, the first sliding operation can be ensured to remain in the preset sliding area, so that the player can clearly trigger the rotation of the outlet by sliding within the preset sliding area, thereby improving the accuracy of the operation.
[0094] In one embodiment, the preset sliding area includes one, and further, when it is determined that the target position of the first sliding operation belongs to the preset sliding area, it is considered that the first sliding operation is used to adjust the direction of the exit of the virtual shooting prop. At this time, it is determined whether the shooting target exists within the preset range area in the sliding direction of the first sliding operation. If there is a shooting target, the automatic rotation angle for aiming at the shooting target is directly used as the steering angle of the exit. If there is no shooting target, the preset rotation angle is used as the steering angle of the exit, and the sliding direction of the first sliding operation is used as the steering direction of the exit of the virtual shooting prop.
[0095] In another embodiment, the preset sliding area includes a first area and a second area, and a first setting position of the first area on the graphical user interface is relatively far away from a second setting position of the second area on the graphical user interface in a preset direction.
[0096] That is, the first area and the second area are located at different positions on the graphical user interface. For example, the first area is located in the left area of the graphical user interface, and the second area is located in the right area of the graphical user interface; the first area is located in the upper area of the graphical user interface, and the second area is located in the lower area of the graphical user interface.
[0097] Wherein, determining the rotation parameters for the virtual shooting prop based on the relative positional relationship between the target position and a preset sliding area of the graphical user interface includes: in response to the target position corresponding to the first sliding operation being located in the target area, detecting whether the direction of the target area on the graphical user interface is consistent with the sliding direction of the first sliding operation, wherein the target area is one of the first area and the second area; if they are consistent, determining the rotation parameters for the virtual shooting prop.
[0098] That is, when determining whether the target position is in the first area or the second area, it is determined whether the direction of the first area on the graphical user interface is consistent with the sliding direction of the first sliding operation. Furthermore, if the sliding direction of the first sliding operation and the direction of the target area on the graphical user interface are consistent, the rotation parameters of the virtual shooting prop are determined to increase intuitiveness and ease of operation.
[0099] For example, when the sliding direction of the first sliding operation is to the left, if the target area is located in the left area of the graphical user interface, then since the first sliding operation is sliding to the left within the left area, it means that the sliding direction of the first sliding operation is consistent with the direction of the target area on the graphical user interface. If the first sliding operation is sliding to the right within the left area, it means that the sliding direction of the first sliding operation is inconsistent with the direction of the target area on the graphical user interface.
[0100] For example, see Figure 3 , Figure 3 Schematic diagram of a graphical user interface of a virtual shooting prop provided by an exemplary embodiment of the present application in an unscoped state Figure 2 .like Figure 3As shown, performing a first sliding operation in a leftward direction within a target area on the left side of the graphical user interface means that the sliding direction of the first sliding operation is consistent with the direction of the target area on the graphical user interface, thereby determining that the rotation direction of the virtual shooting prop is a leftward rotation; performing a first sliding operation in a rightward direction within a target area on the right side of the graphical user interface means that the sliding direction of the first sliding operation is consistent with the direction of the target area on the graphical user interface, thereby determining that the rotation direction of the virtual shooting prop is a rightward rotation. The end of the first sliding operation can be understood as the position where the thumb leaves or the position where the thumb slides to the edge of the screen.
[0101] For example, the left screen edge of the graphical user interface can be directly used as the first area, and the right screen edge of the graphical user interface can be used as the second area. The first sliding operation can refer to a sliding operation toward the screen edge, and the target position of the first sliding operation can be understood as the position of sliding to the screen edge. Furthermore, when the end position of the first sliding operation is located at the left screen edge, the target area where the target position of the first sliding operation is located can be considered to be the first area, and the rotation direction is to the left; when the end position of the first sliding operation is located at the right screen edge, the target area where the target position of the first sliding operation is located can be considered to be the second area, and the rotation direction is to the right.
[0102] Exemplarily, the first and second areas can be understood as areas near the edge of a plane. The left screen edge of the graphical user interface is moved inward by a preset interval length to obtain a first straight line on which the right edge of the first area is located. A left idle area with no operational controls is determined within the area between the left screen edge and the first straight line. The first area is set within the idle area, and the interactive area corresponding to the left thumb of the player when operating the mobile terminal at least partially overlaps with the first area. The right screen edge of the graphical user interface is moved inward by a preset interval length to obtain a second straight line on which the left edge of the second area is located. A right idle area with no operational controls is determined within the area between the right screen edge and the first straight line. The second area is set within the right idle area, and the interactive area corresponding to the right thumb of the player when operating the mobile terminal at least partially overlaps with the second area. Furthermore, the first and second areas can be symmetrical with respect to the center line of the graphical user interface.
[0103] The method also includes: in response to the target position corresponding to the first sliding operation being located in a non-target area or the direction of the target area on the graphical user interface being inconsistent with the sliding direction of the first sliding operation, adjusting the shooting direction of the first virtual camera according to the operating parameters of the first sliding operation to update the game scene displayed in the game scene screen.
[0104] In other words, if the target position corresponding to the first sliding operation does not belong to the target area or the direction of the target area on the graphical user interface is inconsistent with the sliding direction of the first sliding operation, it is considered that the first sliding operation is not directed at the virtual shooting prop, but at the first virtual camera, and the shooting direction of the first virtual camera is changed by the operating parameters of the first sliding operation. In this way, the areas for changing the shooting direction of the first virtual camera and changing the direction of the exit are distinguished, and the sliding direction of sliding operations performed within the target area is restricted, thereby reducing the number of buttons on the graphical user interface and improving the gaming experience and game interaction efficiency.
[0105] Furthermore, when the operating parameters of the first sliding operation are used to change the shooting direction of the first virtual camera, the operating parameters of the first sliding operation include a sliding path, and then, the shooting direction of the first virtual camera is changed accordingly according to the change of the sliding path of the first sliding operation, so as to change the center position of the picture shot by the first virtual camera, and change the game scene in the game scene screen according to the change of the picture shot by the first virtual camera.
[0106] Exemplarily, the operational parameters of the first sliding operation also include a sliding distance. The method further includes: determining whether the sliding distance of the first sliding operation is greater than a preset false touch distance; if the sliding distance of the first sliding operation is greater than the preset false touch distance, deeming the first sliding operation an false touch operation, and not performing the step of determining the rotation parameters for the virtual shooting prop; if the sliding distance of the first sliding operation is not greater than the preset false touch distance, deeming the first sliding operation not an error operation, and continuing to perform the step of determining the rotation parameters for the virtual shooting prop. Furthermore, before determining the rotation parameters for the virtual shooting prop in response to the second sliding operation, or before determining the rotation parameters for the virtual shooting prop in response to the third sliding operation, whether the sliding operation is a false touch operation can be determined by determining whether the sliding distance of the sliding operation is greater than the preset false touch distance. Furthermore, if the sliding operation is determined to be a false touch operation, the step of determining the rotation parameters can be omitted, thereby improving server processing efficiency.
[0107] return Figure 1 S103: When the first sliding operation ends, the direction of the shooting port of the virtual shooting prop is adjusted according to the rotation parameter.
[0108] That is, when the first sliding operation ends, the direction of the shooting port is adjusted according to the determined rotation parameter of the virtual shooting prop, that is, the shooting port is controlled to rotate in the rotation direction by the determined rotation angle to achieve the change of the direction of the shooting port.
[0109] Specifically, after controlling the direction of the shooting port of the virtual shooting prop to adjust, the method further includes: in response to satisfying the automatic alignment condition, controlling the virtual shooting prop to automatically shoot at the aimed shooting target; or, in response to a shooting operation on the virtual shooting prop, controlling the virtual shooting prop to shoot at the aimed shooting target.
[0110] That is, after the direction of the shooting port of the virtual shooting prop is changed, if the automatic alignment condition is met, the virtual shooting prop is controlled to automatically shoot at the aimed target. Furthermore, since the automatic alignment condition is met, it means that after the direction of the shooting port of the virtual shooting prop is adjusted, the crosshairs of the virtual shooting prop are already aligned with the shooting target, and the shooting port of the virtual shooting prop can automatically shoot at the shooting target without the player having to perform a shooting operation.
[0111] In other words, after changing the direction of the shooting port of the virtual shooting prop, if the virtual shooting prop is in an unscoped state, the crosshairs of the virtual shooting prop may or may not be aimed at the shooting target. Furthermore, if the shooting target is aimed at, when the player performs a shooting operation on the virtual shooting prop, the shooting port of the virtual shooting prop is controlled to shoot at the shooting target; if the shooting target is not aimed at, the player can readjust the direction of the shooting port of the virtual shooting prop, and when the crosshairs of the virtual shooting prop are aimed at the shooting target, the player performs a shooting operation on the virtual shooting prop, thereby controlling the shooting port of the virtual shooting prop to shoot at the shooting target.
[0112] Specifically, after controlling the direction of the shooting port of the virtual shooting prop to adjust, the method further includes: in response to satisfying the automatic alignment condition, automatically switching the virtual shooting prop to a sighting state, and displaying an aiming interface of the virtual shooting prop on a graphical user interface.
[0113] That is, after adjusting the direction of the shooting port of the virtual shooting prop, if it is determined that the automatic alignment conditions are met, the virtual shooting prop is automatically switched from an unscoped state to an open-scoped state, and the game scene image captured by the first virtual camera provided on the graphical user interface is switched to an aiming screen. When the shooting port of the virtual shooting prop is automatically aligned with the shooting target, the aiming screen is automatically displayed, so that the player can perform a shooting operation at the aligned shooting target.
[0114] For details, please refer to Figure 4 , Figure 4 This is a flowchart of another method for controlling a virtual prop provided by an exemplary embodiment of the present application. The method for controlling a virtual prop further includes:
[0115] S201: Displaying an aiming interface of a virtual shooting prop.
[0116] S202: In response to an adjustment operation on an angle adjustment control, determining a rotation parameter for the virtual shooting prop.
[0117] When the virtual shooting prop is in the scoped state, the graphical user interface displays the virtual shooting prop's aiming interface, which includes the game scene captured by the second virtual camera and angle adjustment controls. The scoped state refers to the state in which the game scene is observed through the scope of the virtual shooting prop. Furthermore, shooting in the scoped state means shooting at a target while observing through the scope. Furthermore, when switching to the scoped state, the player can use the angle adjustment controls to customize the rotation parameters of the virtual shooting prop, thereby increasing the functionality of the virtual shooting prop and enhancing the gaming experience.
[0118] Exemplarily, a state switching control is displayed on the graphical user interface, and the state switching control is used to switch the virtual shooting prop between the scoped state and the unscoped state. When the virtual shooting prop is in the target scoped state, in response to a touch operation on the state switching control, the virtual shooting prop is controlled to switch from the target scoped state to the preset scoped state, wherein the target scoped state refers to one of the scoped state and the unscoped state, and the preset scoped state refers to the other of the scoped state and the unscoped state. That is, when the virtual shooting prop is in the unscoped state, in response to a touch operation on the state switching control, the virtual shooting prop is controlled to switch from the unscoped state to the scoped state; when the virtual shooting prop is in the scoped state, in response to a touch operation on the state switching control, the virtual shooting prop is controlled to switch from the scoped state to the unscoped state.
[0119] See also Figure 2 and Figure 5 , Figure 5 Schematic diagram of a graphical user interface of a virtual shooting prop in an open-scope state provided by an exemplary embodiment of the present application. Figure 2 As shown, when the virtual shooting prop is in the unscoped state, a state switching control 204 is displayed on the graphical user interface 20. In response to a click operation on the state switching control, the virtual shooting prop is switched from the unscoped state to the scoped state. Figure 5 As shown, when the virtual shooting prop is in the aiming state, a state switching control 303 is displayed on the graphical user interface 30. In response to a click operation on the state switching control 303, the virtual shooting prop is switched from the aiming state to the non-aiming state. Figure 2 and Figure 5 The display parameters of the state switch controls in are different to distinguish the state switch controls in different scope states.
[0120] For example, in response to a touch operation on a state switch control, the display parameters of the state switch control displayed on the graphical user interface are changed. Display parameters include any of the following: color, transparency, and brightness. Furthermore, the user can be prompted to indicate whether the virtual shooting prop is in a scoped or unscoped state by, for example, changing the color of the state switch control. Switching the scope state of the virtual shooting prop is not limited to triggering the state switch control and can also be achieved through other methods, which are not limited by this application.
[0121] Specifically, the method also includes: when the virtual shooting prop switches from a scoped state to a non-scoped state, in response to a third sliding operation performed on the graphical user interface, determining a rotation parameter for the virtual shooting prop based on an operating parameter of the third sliding operation and a rotation angle for the direction of the exit port determined by the angle adjustment control in the scoped state.
[0122] In one embodiment, after setting the rotation angle for the direction of the shooting port through the angle adjustment control in the scoped state, when switching back to the unscoped state, there is no need to check whether the automatic alignment conditions are met. The sliding direction of the third sliding operation can be directly used as the rotation direction of the virtual shooting prop, and the rotation angle set in the scoped state can be used as the rotation parameter of the virtual shooting prop.
[0123] In another embodiment, after setting the rotation angle for the direction of the exit through the angle adjustment control in the scoped state, when switching back to the unscoped state, it is determined whether the target position of the third sliding operation belongs to the preset sliding area; when the target position of the third sliding operation belongs to the preset sliding area, it is considered that the third sliding operation is used to adjust the rotation parameters of the virtual shooting prop, and then, the sliding direction of the third sliding operation is used as the rotation direction of the virtual shooting prop, and the rotation angle set in the scoped state is used as the rotation parameter of the virtual shooting prop; when the target position of the third sliding operation does not belong to the preset sliding area, it is considered that the third sliding operation is used to adjust the game scene picture captured by the first virtual camera, and the game scene picture displayed on the graphical user interface is adjusted accordingly according to the operation parameters of the third sliding operation.
[0124] Exemplarily, the game scene displayed in the aiming interface is a scene image obtained by observing the game scene with the second virtual camera facing the exit of the virtual shooting prop, wherein the second virtual camera is a camera observing the game scene at a second magnification. Since the sight of the scope is used to indicate the aiming direction of the exit of the virtual shooting prop, the image captured by the second virtual camera can also be understood as the image observed by the scope of the virtual shooting prop. In addition, the first magnification of the first virtual camera is less than the second magnification of the second virtual camera. In other words, the image captured by the second virtual camera is visually equivalent to a partial magnification of the image captured by the first virtual camera.
[0125] The angle adjustment control is used to adjust the rotation parameters of the virtual shooting prop, and the rotation parameters include the rotation direction and / or rotation angle of the exit. Exemplarily, the angle adjustment control can be a plurality of preset parameter controls, each preset parameter control corresponding to a preset rotation parameter, each preset parameter control corresponding to a different rotation parameter, and at least one of the rotation direction and rotation angle differs between the plurality of preset parameter controls. Thus, the adjustment operation includes a click operation, and in response to the click operation on the target parameter control, the rotation angle and rotation direction corresponding to the target parameter control are determined as the rotation parameters for the virtual shooting prop, wherein the target parameter control is one of the plurality of preset parameter controls.
[0126] Exemplarily, the angle adjustment control further includes an angle parameter display area and a slider, and the adjustment operation includes a second sliding operation on the slider. The rotation parameter for the virtual shooting prop is determined in response to the adjustment operation on the angle adjustment control: in response to the continuation of the second sliding operation on the slider, the display position of the slider on the angle parameter display area is adjusted; and when the second sliding operation ends, the angle information indicated by the display position of the slider is determined as the rotation parameter for the virtual shooting prop.
[0127] That is, when the virtual shooting prop is in the aiming state, in response to the continuation of the second sliding operation on the slider, the slider is controlled to move in real time in the angle parameter display area according to the sliding trajectory of the second sliding operation, so as to change the display position of the slider in real time, and the angle information indicated by the display position of the slider at the end of the second sliding operation is determined as the rotation parameter to accurately adjust the rotation parameter. The angle information indicated by the display position of the slider at the end of the sliding operation is used to prompt the player of the adjusted rotation parameter, so that if the player is not satisfied with the angle information corresponding to the end of the sliding operation, the player can execute the sliding operation on the slider again.
[0128] like Figure 5As shown, the graphical user interface 30 displays an aiming interface of the virtual shooting prop in the open scope state, and the aiming interface displays the picture 301 observed by the aiming scope of the virtual shooting prop and the angle adjustment control. The angle parameter display area 3021 of the angle adjustment control covers the adjustment range of the rotation parameter, and the adjustment range is from -90° to 90°. -90° can indicate that the upper limit rotation angle when the rotation direction is to the left is 90°, and 90° can indicate that the upper limit rotation angle when the rotation direction is to the right is 90°. The slider 3022 of the angle adjustment control is controlled to move on the angle parameter display area 3021 to change the display position of the slider 3022 on the angle parameter display area 3021.
[0129] Exemplarily, in response to the continuation of the second sliding operation on the slider, while changing the display position of the slider, the angle information corresponding to the indication of the slider is synchronously changed, so that the player can determine in real time whether the changed angle information is the required angle information during the execution of the second sliding operation, thereby increasing intuitiveness.
[0130] Specifically, the rotation parameters include a rotation direction and a rotation angle, and the angle parameter display area includes a zero point, a first display sub-area and a second display sub-area, and the first display sub-area and the second display sub-area are respectively located on both sides of the zero point, wherein the sliding direction of the second sliding operation is consistent with the direction of the target display sub-area relative to the zero point, and the target display sub-area refers to the display sub-area where the display position is located when the sliding operation ends, and the target display sub-area includes the first display sub-area or the second display sub-area.
[0131] Exemplarily, the first display sub-area and the second display sub-area can be located on the left and right sides of the zero point, or on the upper and lower sides of the zero point, respectively. In this way, by locating the first display sub-area and the second display sub-area at different setting positions of the zero point, it can be reflected that the first display sub-area and the second display sub-area correspond to different rotation angles, thereby reducing the player's understanding cost.
[0132] The method further includes: when the virtual shooting prop is initially in a scoped state, the slider is located at a position indicated by the zero point of the angle parameter display area. In other words, when the virtual shooting prop switches from an unscoped state to a scoped state, the slider is located at the position indicated by the zero point of the angle parameter display area, and the second sliding operation causes the slider to move left and right to change the display position of the slider in the angle parameter display area.
[0133] The angle information includes an angle value, which reflects the rotation angle and direction of the rotation parameter. Specifically, the absolute value of the angle value indicates the rotation angle of the rotation parameter, and the positive or negative value of the angle value indicates the rotation direction of the rotation parameter. Furthermore, when the display position of the slider in the angle parameter display area changes, the angle information corresponding to the display position also changes, that is, the angle value changes.
[0134] Furthermore, the preset rotation direction corresponding to the target display sub-region is used as the rotation direction of the rotation parameter. The target display sub-region refers to the display sub-region where the slider is displayed when the sliding operation ends. That is, if the target display sub-region is in the first display sub-region, the preset rotation direction corresponding to the first display sub-region is used as the rotation direction of the rotation parameter; if the target display sub-region is in the second display sub-region, the preset rotation direction corresponding to the second display sub-region is used as the rotation direction of the rotation parameter.
[0135] Furthermore, the sliding direction of the second sliding operation is consistent with the direction of the target display sub-area relative to the zero point. That is, if the sliding direction of the second sliding operation is leftward, the slider is moved leftward from its initial zero position, so that at the end of the sliding operation, the target display sub-area is located to the left of the zero point. If the sliding direction of the second sliding operation is rightward, the slider is moved rightward from its initial zero position, so that at the end of the sliding operation, the target display sub-area is located to the right of the zero point. Furthermore, by aligning the relative zero point direction of the target display sub-area at the slider's display position at the end of the sliding operation with the second sliding operation, the player's understanding of the operation is improved, enhancing the convenience of setting rotation parameters.
[0136] like Figure 5 As shown, the zero point corresponds to a rotation angle of 0°. The first display sub-area can be a display sub-area from -90° to 0°, located to the left of the zero point, and the second display sub-area can be a display sub-area from 0° to 90°, located to the right of the zero point. Furthermore, when the slider is in the first display sub-area, the sliding direction for the second sliding operation is leftward, and the corresponding angle information for the slider is within the angular range of -90° to 0°. When the slider is in the second display sub-area, the sliding direction for the second sliding operation is rightward, and the corresponding angle information for the slider is within the angular range of 0° to 90°. In other words, the first display sub-area from -90° to 0° corresponds to rotating the light outlet from 90° to 0° to the left, and the second display sub-area from 0° to 90° corresponds to rotating the light outlet from 0° to 90° to the left.
[0137] The method further includes: using the rotation angle corresponding to the direction of the emission port in the mirror-opening state to update the preset rotation angle.
[0138] In other words, the rotation angle determined at the end of the second sliding operation is used as the updated preset rotation angle. The next time the virtual shooting prop is in the unscoped state, the updated preset rotation angle can be read. Therefore, the preset rotation angle refers to the rotation angle most recently adjusted in the scoped state. Furthermore, the preset rotation angle does not include the rotation direction; the rotation direction of the virtual shooting prop in the unscoped state is determined by the sliding direction of the first sliding operation.
[0139] For example, if the first sliding operation performed when the virtual shooting prop is in the unscoped state is in the left direction, and the rotation angle determined in the most recent scoped state is 30 degrees, then the current rotation parameter for the virtual shooting prop is determined to be 30 degrees to the left, that is, the rotation direction is left and the rotation angle is 30 degrees. Furthermore, in the embodiment of the present application, the player only sets the rotation angle by sliding the slider in the scoped state, and does not set the rotation angle in the unscoped state, thereby reducing the player's operation steps and increasing interaction efficiency.
[0140] The method further includes: when the virtual shooting prop is initially in the aiming state, displaying the crosshairs of the virtual shooting prop at the center of the aiming interface. That is, when the virtual shooting prop is switched to the aiming state, the crosshairs of the virtual shooting prop are displayed at the center of the aiming interface. Figure 5 As shown, a crosshair is displayed at the center of the aiming interface. The crosshair display method can be different when the scope is on and when the scope is not on. For example, the size of the crosshair displayed in the scope state can be larger than that in the non-scoped state, and the color of the crosshair displayed in the scope state can also be set to be different from the color of the crosshair displayed in the non-scoped state. This application does not impose any restrictions on this.
[0141] For example, when the virtual shooting prop is in the aiming state, since the aiming interface presents the game scene observed through the aiming scope, in response to the continuation of the second sliding operation on the slider, the game scene observed by the aiming scope in the aiming interface is changed along the sliding path of the second sliding operation, and the position of the crosshairs is controlled to remain unchanged at the center of the aiming interface to increase the intuitiveness of the aiming direction.
[0142] Furthermore, when the virtual shooting prop is in the aiming state, the game scene observed by the aiming scope in the aiming interface can be changed by changing the display position of the slider, so that the shooting target can be found without the controlled virtual object moving, thereby enhancing the player's gaming experience.
[0143] like Figure 5 As shown, on the graphical user interface 30, in addition to the image 301 viewed through the scope, the image 304 can be displayed as the game scene image captured by the first virtual camera. When a second sliding operation is received for the angle adjustment control, since the second sliding operation is intended to change the direction of the exit port and the corresponding image captured by the scope, it does not change the shooting direction of the first virtual camera or the field of view of the controlled virtual object. Therefore, the game scene image 304 captured by the first virtual camera remains stationary, and the image 301 viewed through the scope remains at the center of the graphical user interface, while the virtual scene provided by the image 301 viewed through the scope moves with the second sliding operation.
[0144] For example, the shooting game provided in the embodiment of the present application includes a self-selected rotation mode and a default rotation mode. The self-selected rotation mode is used to indicate that the rotation parameters of the virtual shooting props are adjusted according to the method provided in the present application, and the default rotation mode is used to indicate that the rotation parameters of the virtual shooting props are adjusted according to the default method. In the self-selected rotation mode, the rotation parameters of the virtual shooting props can be adjusted by the player in the scoped state, and the parameters set by the player can be used in the non-scoped state; in the default rotation mode, the rotation parameters of the virtual shooting props are still adjusted by triggering the left or right controls, and the rotation angles are all default angles, and the player cannot set the rotation angles himself.
[0145] The method further includes: determining whether the game enters a self-selected rotation mode or a default rotation mode in response to a trigger operation for the rotation mode. The trigger operation for the rotation mode may be a click operation on a configuration control provided in a configuration interface of the shooting game, or a shortcut key input.
[0146] The shooting game configuration interface may include a configuration control for indicating whether to enable or disable the custom rotation mode. The method further includes, in response to a triggering operation on the configuration control, determining whether the game enters the custom rotation mode or the default rotation mode, and correspondingly changing the display mode of the configuration control on the configuration interface, with different display modes corresponding to different rotation modes. In other words, the player can select the custom rotation mode or the default rotation mode by clicking the configuration control on the configuration interface.
[0147] Exemplarily, the configuration control may be a drop-down selection box, and the display mode of the drop-down selection box refers to the text displaying the self-selected rotation mode or the default rotation mode. For example, when the player clicks the drop-down selection box, two options of the self-selected rotation mode and the default rotation mode are displayed. When the player clicks the self-selected rotation mode, it means that the game enters the self-selected rotation mode, and when the player clicks the default rotation mode, it means that the game enters the default rotation mode.
[0148] For example, the configuration control may be a configuration box, and the display method may also be to display whether the configuration box is filled. If the player clicks an unfilled configuration box, the configuration box switches from unfilled to filled, which may indicate that the player has selected the self-selected rotation mode. If the player clicks a filled configuration box, the configuration box switches from filled to unfilled, which may indicate that the player has selected the default rotation mode. This application does not limit the specific method by which the player selects the game to enter the self-selected rotation mode or the default rotation mode.
[0149] Through the above processing method, the rotation parameters of the virtual shooting props are determined by performing a sliding operation and the direction of the exit is adjusted according to the rotation parameters, which reduces the difficulty of the player in changing the direction of the exit, improves the player's gaming experience, and increases the retention rate.
[0150] Based on the same application concept, the embodiments of the present application also provide a control device for virtual props corresponding to the method provided in the above embodiments. Since the principle of solving the problem by the device in the embodiments of the present application is similar to the control method for virtual props in the above embodiments of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.
[0151] See also Figure 6 , Figure 6 A schematic diagram of the structure of a control device for virtual props provided by an exemplary embodiment of the present application. A graphical user interface is provided by a terminal device, such as Figure 6 As shown, the control device 100 of the virtual prop includes:
[0152] A display module 101 displays a game scene image obtained by shooting the game scene with a first virtual camera in the graphical user interface;
[0153] a parameter determination module 102 for determining, in response to a first sliding operation performed on the graphical user interface, a rotation parameter for the virtual shooting prop held by the controlled virtual object in an unscoped state and based on an operation parameter of the first sliding operation;
[0154] The control module 103 controls the direction of the shooting port of the virtual shooting prop to be adjusted according to the rotation parameter when the first sliding operation ends.
[0155] In a possible embodiment of the present application, the virtual shooting prop includes a shooting prop whose shooting port can be rotated independently of the main body of the prop, and the rotation parameters include the rotation direction and / or rotation angle of the shooting port, wherein the parameter determination module 102 determines the rotation parameters for the virtual shooting prop in the following manner: according to the operation parameters of the first sliding operation, detecting whether the automatic alignment condition is met; if the automatic alignment condition is met, calculating the automatic alignment angle according to the current aiming direction and the target aiming direction, the current aiming direction is the aiming direction of the crosshairs of the virtual shooting prop when the first sliding operation is triggered, and the target aiming direction is the aiming direction of the crosshairs when the shooting port of the virtual shooting prop is aligned with the shooting target; determining the sliding direction indicated by the first sliding operation as the rotation direction of the shooting port, and determining the automatic alignment angle as the rotation angle of the shooting port.
[0156] In a possible implementation manner of the present application, the parameter determination module 102 is further configured to detect whether the shooting target exists within a preset range area, wherein the preset range area is a range area corresponding to the virtual shooting prop in the rotation direction.
[0157] In one possible embodiment of the present application, the control device of the virtual prop further includes a shooting module. After controlling the direction of the exit port of the virtual shooting prop to be adjusted, the shooting module is configured to: in response to satisfying the automatic alignment condition, control the virtual shooting prop to automatically shoot at the aimed shooting target; or, in response to a shooting operation directed at the virtual shooting prop, control the virtual shooting prop to shoot at the aimed shooting target.
[0158] In one possible implementation of the present application, the parameter determination module 102 determines the rotation parameters for the virtual shooting prop in the following manner: if the automatic alignment condition is not met, the sliding direction indicated by the first sliding operation is determined as the rotation direction, and the set preset rotation angle is determined as the rotation angle, and the preset rotation angle includes the rotation angle set for the direction of the exit port of the virtual shooting prop in the open scope state or the default rotation angle.
[0159] In one possible implementation of the present application, the parameter determination module 102 is used to: determine a target position corresponding to the first sliding operation performed on the graphical user interface; and determine a rotation parameter for the virtual shooting prop based on a relative positional relationship between the target position and a preset sliding area of the graphical user interface.
[0160] In a possible implementation of the present application, the preset sliding area includes a first area and a second area, and the first setting position of the first area on the graphical user interface is relatively far away from the second setting position of the second area on the graphical user interface in a preset direction. The parameter determination module 102 is used to: in response to the target position corresponding to the first sliding operation being located in the target area, detect whether the direction of the target area on the graphical user interface is consistent with the sliding direction of the first sliding operation, wherein the target area is one of the first area and the second area; if they are consistent, determine the rotation parameters for the virtual shooting prop.
[0161] In one possible embodiment of the present application, the control device of the virtual props also includes a screen update module, which is used to: in response to the target position corresponding to the first sliding operation being located in a non-target area or the direction of the target area on the graphical user interface being inconsistent with the sliding direction of the first sliding operation, adjust the shooting direction of the first virtual camera according to the operating parameters of the first sliding operation to update the game scene displayed in the game scene screen.
[0162] In one possible implementation of the present application, the display module 101 is further used to: display the crosshairs of the virtual shooting prop on the game scene screen when the virtual shooting prop is in an unscoped state; in response to satisfying the automatic alignment condition, cancel the display of the crosshairs and change the presentation form for the shooting target to indicate that the shooting port of the virtual shooting prop is aligned with the shooting target.
[0163] In one possible embodiment of the present application, the control device of the virtual prop also includes a scope adjustment module, which is further used to: when the virtual shooting prop is in the scope state, display an aiming interface of the virtual shooting prop on the graphical user interface, wherein the aiming interface includes a game scene captured by a second virtual camera and an angle adjustment control; and determine a rotation parameter for the virtual shooting prop in response to an adjustment operation on the angle adjustment control.
[0164] In one possible embodiment of the present application, the angle adjustment control also includes an angle parameter display area and a slider, and the adjustment operation includes a second sliding operation on the slider. The aiming adjustment module is also used to: in response to the continuation of the second sliding operation on the slider, adjust the display position of the slider on the angle parameter display area, and when the second sliding operation ends, determine the angle parameter indicated by the display position of the slider as the rotation parameter for the virtual shooting prop.
[0165] In a possible implementation of the present application, the rotation parameters include a rotation direction and a rotation angle, and the angle parameter display area includes a zero point, a first display sub-area, and a second display sub-area, and the first display sub-area and the second display sub-area are respectively located on both sides of the zero point, wherein the sliding direction of the second sliding operation is consistent with the direction of the target display sub-area relative to the zero point, and the target display sub-area refers to the display sub-area where the display position is located when the sliding operation ends, and the display sub-area includes the first display sub-area or the second display sub-area.
[0166] In one possible embodiment of the present application, the control device of the virtual prop further includes a parameter adjustment module, which is used to: when the virtual shooting prop switches from a scoped state to an unscoped state, in response to a third sliding operation performed on the graphical user interface, determine the rotation parameters for the virtual shooting prop based on the operating parameters of the third sliding operation and the rotation angle for the direction of the exit port determined by the angle adjustment control in the scoped state.
[0167] In one possible implementation of the present application, the aiming adjustment module is further configured to: when the virtual shooting prop is initially in the aiming state, display the crosshairs of the virtual shooting prop at the center of the aiming interface, and the slider is located at the position indicated by the zero point of the angle parameter display area.
[0168] In one possible implementation of the present application, the game scene screen is a scene screen obtained by the first virtual camera observing the game scene at a preset distance from the controlled virtual object with the field of view of the controlled virtual object in the direction of the controllable virtual object, and the game scene displayed in the aiming interface is a scene screen obtained by the second virtual camera observing the game scene with the exit direction of the virtual shooting prop.
[0169] Based on the above device, the player's gaming experience can be improved and the churn rate can be reduced.
[0170] See also Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided by an exemplary embodiment of the present application. Figure 7 As shown, the electronic device 200 includes a processor 210 , a memory 220 and a bus 230 .
[0171] The memory 220 stores machine-readable instructions executable by the processor 210. When the electronic device 200 is running, the processor 210 communicates with the memory 220 via the bus 230. When the machine-readable instructions are executed by the processor 210, the steps of the information processing method in any of the above embodiments may be performed, specifically as follows:
[0172] A game scene image obtained by shooting the game scene with a first virtual camera is displayed in the graphical user interface; when a virtual shooting prop held by a controlled virtual object is in an unscoped state, in response to a first sliding operation performed on the graphical user interface, a rotation parameter for the virtual shooting prop is determined according to the operating parameters of the first sliding operation; when the first sliding operation ends, the direction of the exit port of the virtual shooting prop is controlled to be adjusted according to the rotation parameter.
[0173] Based on the above electronic devices, the player's gaming experience can be improved and the churn rate can be reduced.
[0174] The present application also provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the information processing method in any of the above embodiments are performed, specifically as follows:
[0175] A game scene image obtained by shooting the game scene with a first virtual camera is displayed in the graphical user interface; when a virtual shooting prop held by a controlled virtual object is in an unscoped state, in response to a first sliding operation performed on the graphical user interface, a rotation parameter for the virtual shooting prop is determined according to the operating parameters of the first sliding operation; when the first sliding operation ends, the direction of the exit port of the virtual shooting prop is controlled to be adjusted according to the rotation parameter.
[0176] Based on the above computer-readable storage medium, the player's gaming experience can be improved and the churn rate can be reduced.
[0177] Those skilled in the art can clearly understand that, for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed system, device and method can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0178] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0179] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0180] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or the part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0181] The above are only specific embodiments of the present application, but the scope of protection of this application is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in this application should be included in the scope of protection of this application. Therefore, the scope of protection of this application should be based on the scope of protection of the claims.
Claims
1. A method for controlling a virtual item, characterized in that: Providing a graphical user interface via a terminal device, the method comprising: Displaying a game scene image obtained by shooting the game scene with a first virtual camera in the graphical user interface; When a virtual shooting prop held by a controlled virtual object is in an unscoped state, in response to a first sliding operation performed on the graphical user interface, determining a rotation parameter for the virtual shooting prop according to an operation parameter of the first sliding operation; When the first sliding operation is completed, the direction of the shooting port of the virtual shooting prop is controlled to be adjusted according to the rotation parameter.
2. The method according to claim 1, characterized in that The virtual shooting prop includes a shooting prop whose outlet can rotate independently of the main body of the prop, and the rotation parameters include the rotation direction and / or rotation angle of the outlet. The rotation parameters of the virtual shooting prop are determined by: detecting, according to the operating parameters of the first sliding operation, whether an automatic alignment condition is satisfied; If the automatic alignment condition is met, calculating an automatic alignment angle based on a current aiming direction and a target aiming direction, wherein the current aiming direction is the aiming direction of the crosshairs of the virtual shooting prop when the first sliding operation is triggered, and the target aiming direction is the aiming direction of the crosshairs when the shooting port of the virtual shooting prop is aligned with the shooting target; The sliding direction indicated by the first sliding operation is determined as the rotation direction of the emission port, and the automatic alignment angle is determined as the rotation angle of the emission port.
3. The method according to claim 2, characterized in that The detecting whether the automatic alignment condition is met includes: Detect whether the shooting target exists within a preset shooting range area, wherein the preset shooting range area is a shooting range area corresponding to the virtual shooting prop in the rotation direction.
4. The method according to claim 2, characterized in that After controlling the direction of the shooting port of the virtual shooting prop to adjust, the method further includes: In response to satisfying the automatic alignment condition, controlling the virtual shooting prop to automatically shoot at the aimed shooting target; or, In response to a shooting operation on the virtual shooting prop, the virtual shooting prop is controlled to shoot at the aimed shooting target.
5. The method according to claim 2, characterized in that The rotation parameters for the virtual shooting prop are determined by: If the automatic alignment condition is not met, the sliding direction indicated by the first sliding operation is determined as the rotation direction, and the set preset rotation angle is determined as the rotation angle, and the preset rotation angle includes the rotation angle set for the direction of the exit port of the virtual shooting prop in the open scope state or the default rotation angle.
6. The method according to claim 1, wherein The determining, based on the operation parameters of the first sliding operation, the rotation parameters of the virtual shooting prop includes: determining a target position corresponding to the first sliding operation performed on the graphical user interface; The rotation parameters for the virtual shooting prop are determined according to the relative position relationship between the target position and the preset sliding area of the graphical user interface.
7. The method according to claim 6, characterized in that The preset sliding area includes a first area and a second area, a first setting position of the first area on the graphical user interface and a second setting position of the second area on the graphical user interface are relatively far apart in a preset direction, The step of determining the rotation parameters of the virtual shooting prop according to the relative position relationship between the target position and the preset sliding area of the graphical user interface includes: In response to the target position corresponding to the first sliding operation being located in the target area, detecting whether a direction of the target area on the graphical user interface is consistent with a sliding direction of the first sliding operation, wherein the target area is one of the first area and the second area; If they are consistent, the rotation parameters for the virtual shooting prop are determined.
8. The method according to claim 7, characterized in that Also includes: In response to the target position corresponding to the first sliding operation being located in a non-target area or the direction of the target area on the graphical user interface being inconsistent with the sliding direction of the first sliding operation, the shooting direction of the first virtual camera is adjusted according to the operating parameters of the first sliding operation to update the game scene displayed in the game scene screen.
9. The method according to claim 2, characterized in that The method further comprises: When the virtual shooting prop is in an unscoped state, displaying the crosshairs of the virtual shooting prop on the game scene screen; In response to the automatic alignment condition being met, the display of the crosshair is canceled, and the presentation form of the shooting target is changed to indicate that the shooting port of the virtual shooting prop is aligned with the shooting target.
10. The method according to claim 1, characterized in that The method further comprises: When the virtual shooting prop is in an open-scope state, displaying an aiming interface of the virtual shooting prop on the graphical user interface, the aiming interface including a game scene captured by a second virtual camera and an angle adjustment control; In response to an adjustment operation on the angle adjustment control, a rotation parameter for the virtual shooting prop is determined.
11. The method according to claim 10, characterized in that The angle adjustment control further includes an angle parameter display area and a slider, and the adjustment operation includes a second sliding operation on the slider. Wherein, in response to the adjustment operation on the angle adjustment control, the rotation parameters for the virtual shooting prop are determined: In response to the continuation of the second sliding operation on the slider, adjusting the display position of the slider on the angle parameter display area, When the second sliding operation is completed, the angle parameter indicated by the display position of the slider is determined as the rotation parameter for the virtual shooting prop.
12. The method according to claim 11, characterized in that The rotation parameter includes a rotation direction and a rotation angle, and the angle parameter display area includes a zero point, a first display sub-area, and a second display sub-area, wherein the first display sub-area and the second display sub-area are respectively located on both sides of the zero point. Among them, the sliding direction of the second sliding operation is consistent with the direction of the target display sub-area relative to the zero point, and the target display sub-area refers to the display sub-area where the display position is located when the sliding operation ends, and the display sub-area includes the first display sub-area or the second display sub-area.
13. The method according to claim 10, characterized in that The method further comprises: When the virtual shooting prop switches from a scoped state to an unscoped state, in response to a third sliding operation performed on the graphical user interface, a rotation parameter for the virtual shooting prop is determined based on the operating parameters of the third sliding operation and the rotation angle for the direction of the exit port determined by the angle adjustment control in the scoped state.
14. The method according to claim 12, characterized in that The method further comprises: When the virtual shooting prop is initially in the aiming state, the crosshairs of the virtual shooting prop are displayed at the center of the aiming interface, and the slider is located at the position indicated by the zero point of the angle parameter display area.
15. The method according to claim 10, characterized in that The game scene screen is a scene screen obtained by the first virtual camera observing the game scene at a preset distance from the controlled virtual object with the field of view of the controlled virtual object in the direction of the controllable virtual object, and the game scene displayed in the aiming interface is a scene screen obtained by the second virtual camera observing the game scene with the exit direction of the virtual shooting prop.
16. A control device for a virtual item, characterized in that: Providing a graphical user interface via a terminal device, the apparatus comprising: A display module, configured to display, in the graphical user interface, a game scene image obtained by shooting the game scene with a first virtual camera; a parameter determination module, configured to determine, in response to a first sliding operation performed on the graphical user interface when the virtual shooting prop held by the controlled virtual object is in an unscoped state, a rotation parameter for the virtual shooting prop based on an operation parameter of the first sliding operation; The control module controls the direction of the shooting port of the virtual shooting prop to be adjusted according to the rotation parameter when the first sliding operation ends.
17. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to perform the steps of any method as claimed in claims 1 to 15.
18. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 15 are executed.