A method, device, and computer-readable storage medium for switching game visual scopes

By monitoring the shooting key commands, and automatically switching the magnifier with thumbnail maps, the cumbersome problem of switching the magnifier in gun battle games is solved and the user experience is improved.

CN113384876BActive Publication Date: 2025-07-08NUBIA TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202110697720.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-06-23
Publication Date
2025-07-08
Estimated Expiration
2041-06-23

AI Technical Summary

Technical Problem

In the prior art, the switching of the magnitude mirror in gunfight games is complicated, and the novice's slow response leads to a reduced gaming experience.

Method used

By monitoring the shooting key command, start the aiming window and determine the target distance according to the proportion of the thumbnail map, automatically switch the appropriate magnifier to realize smart magnifier switching.

Benefits of technology

It reduces the difficulty of user operation and improves the gaming experience, especially the operation efficiency and game effects of novices.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention discloses a method, device and computer-readable storage medium for switching game visual scopes. Among them, the method includes: determining a target shooting object; in a thumbnail map corresponding to the main map, determining the actual distance between the target shooting object and the game entity in the main map according to the thumbnail ratio of the thumbnail map and the virtual distance between the target shooting object and the game entity; determining a preset distance range to which the actual distance belongs, and when monitoring a second shooting preparation instruction triggered by the shooting button, switching the first aiming window to a second aiming window after being zoomed in by a scope corresponding to the distance range, and locking the target shooting object in the second aiming window. A user-friendly game visual scope switching solution is realized, reducing the operation difficulty of users and enhancing the game experience of users.
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Description

Technical Field

[0001] The present invention relates to the field of mobile communications, and in particular, to a method, device, and computer-readable storage medium for switching game visual telescopic sights. Background Art

[0002] In the prior art, with the continuous development of intelligent terminal devices, users' requirements for the game experience of devices such as mobile phones are also getting higher and higher. In particular, in many current shooting games, such as Peacekeeper Elite, Wild Rift, and Honor of Kings: Gunslinger, during intense fighting in the game, the telescopic sight is adjusted by manually clicking on the backpack, and the frequent opening and closing of the backpack to switch the telescopic sight bring quite a lot of operation difficulties to many players. Especially for novices, most of the time, due to the inability to quickly switch the telescopic sight in time or being slow to react, the operation is too slow, and they are quickly killed by the enemy, thus reducing the game experience.

[0003] In the prior art, in the game settings page or basic settings, find the option switch for quick telescopic sight switching, click and open it. After opening the quick telescopic sight switching, in the game, a telescopic sight selection button can be seen on the right side. Click on the telescopic sight to be used to equip it, and it can be quickly switched after being equipped. However, this telescopic sight switching method is still not convenient for users to use or switch, that is, users still need to manually select the telescopic sight, which is not much different from the original method of manually opening the backpack to select the telescopic sight.

[0004] Therefore, there is an urgent need for a more intelligent and fast implementation solution for switching game visual telescopic sights in the prior art. Summary of the Invention

[0005] To solve the above technical defects in the prior art, the present invention proposes a method for switching game visual telescopic sights, which includes:

[0006] When a first shooting preparation instruction triggered by a shooting button is detected, start a first aiming window, and determine a target shooting object according to the first box selection range of the first aiming window.

[0007] In a thumbnail map corresponding to the main map, according to the thumbnail scale of the thumbnail map and the virtual distance between the target shooting object and the game entity, determine the actual distance between the target shooting object and the game entity in the main map.

[0008] Determine the preset distance range to which the actual distance belongs. When a second shooting preparation instruction triggered by the shooting button is detected, switch the first aiming window to a second aiming window zoomed in by a telescopic sight corresponding to the distance range, and lock the target shooting object in the second aiming window.

[0009] Optionally, when a first shooting preparation instruction triggered by a shooting key is detected, start a first aiming window, and determine a target shooting object according to a range within a first selection box of the first aiming window, including:

[0010] Move the first aiming window to search for a shooting object.

[0011] When the same shooting object is displayed within the first selection box for more than a preset time, determine the shooting object as the target shooting object.

[0012] Optionally, in a thumbnail map corresponding to the main map, determine an actual distance between the target shooting object and the game entity in the main map according to a thumbnail scale of the thumbnail map and a virtual distance between the target shooting object and the game entity, including:

[0013] Identify image features and identification information of the target shooting object.

[0014] Determine an object attribute of the target shooting object according to the image features and the identification information.

[0015] Optionally, in a thumbnail map corresponding to the main map, determine an actual distance between the target shooting object and the game entity in the main map according to a thumbnail scale of the thumbnail map and a virtual distance between the target shooting object and the game entity, further including:

[0016] Search for the target shooting object in the thumbnail map according to the object attribute.

[0017] When the target shooting object is searched, add a first mark to the target shooting object.

[0018] Optionally, in a thumbnail map corresponding to the main map, determine an actual distance between the target shooting object and the game entity in the main map according to a thumbnail scale of the thumbnail map and a virtual distance between the target shooting object and the game entity, further including:

[0019] Add a second mark to the game entity in the thumbnail map.

[0020] Calculate a distance between a geometric center of the first mark and a geometric center of the second mark as the virtual distance between the target shooting object and the game entity in the thumbnail map.

[0021] Optionally, in a thumbnail map corresponding to the main map, determine an actual distance between the target shooting object and the game entity in the main map according to a thumbnail scale of the thumbnail map and a virtual distance between the target shooting object and the game entity, further including:

[0022] Within a preset time period, determine the thumbnail ratio of the thumbnail map in the current state according to the first displacement of the game main body on the main map and the second displacement of the second marker on the thumbnail map.

[0023] Determine the actual distance between the target shooting object and the game main body on the main map according to the thumbnail ratio and the virtual distance.

[0024] Optionally, for determining the preset distance range to which the actual distance belongs, when monitoring a second shooting preparation instruction triggered by the shooting button, switch the first aiming window to a second aiming window zoomed in by a telescopic sight corresponding to the distance range, and lock the target shooting object in the second aiming window, including:

[0025] Obtain the number and magnification of the telescopic sights equipped by the game main body.

[0026] Divide a preset distance into multiple distance ranges connected end to end according to the number and the magnification.

[0027] Optionally, for determining the preset distance range to which the actual distance belongs, when monitoring a second shooting preparation instruction triggered by the shooting button, switch the first aiming window to a second aiming window zoomed in by a telescopic sight corresponding to the distance range, and lock the target shooting object in the second aiming window, further including:

[0028] When monitoring a second shooting preparation instruction triggered by the shooting button, retrieve a first telescopic sight corresponding to the distance range.

[0029] Within the second aiming window zoomed in by the telescopic sight, when the target shooting object exceeds the second bounding range of the second aiming window, retrieve a second telescopic sight with a magnification less than that of the first telescopic sight, and lock the target shooting object.

[0030] The present invention also provides a game visual telescopic sight switching device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game visual telescopic sight switching method described in any one of the above are implemented.

[0031] The present invention also provides a computer-readable storage medium, on which a game visual telescopic sight switching program is stored. When the game visual telescopic sight switching program is executed by a processor, the steps of the game visual telescopic sight switching method described in any one of the above are implemented.

[0032] Implementing the game visual scope switching method, device and computer-readable storage medium of the present invention, when a first shooting preparation instruction triggered by a shooting key is detected, a first aiming window is started, and a target shooting object is determined within the first box selection range of the first aiming window; in a thumbnail map corresponding to the main map, according to the thumbnail ratio of the thumbnail map and the virtual distance between the target shooting object and the game entity, the actual distance between the target shooting object and the game entity in the main map is determined; a preset distance range to which the actual distance belongs is determined, and when a second shooting preparation instruction triggered by the shooting key is detected, the first aiming window is switched to a second aiming window zoomed in by a scope corresponding to the distance range, and the target shooting object is locked in the second aiming window. A user-friendly game visual scope switching solution is achieved, reducing the operation difficulty of users and improving the game experience of users. BRIEF DESCRIPTION OF THE DRAWINGS

[0033] The present invention will be further described below in conjunction with the drawings and embodiments. In the drawings:

[0034] Figure 1 is a schematic hardware structure diagram of a mobile terminal related to the present invention;

[0035] Figure 2 is an architecture diagram of a communication network system provided by an embodiment of the present invention;

[0036] Figure 3 is a flowchart of the first embodiment of the game visual scope switching method of the present invention;

[0037] Figure 4 is a flowchart of the second embodiment of the game visual scope switching method of the present invention;

[0038] Figure 5 is a flowchart of the third embodiment of the game visual scope switching method of the present invention;

[0039] Figure 6 is a flowchart of the fourth embodiment of the game visual scope switching method of the present invention;

[0040] Figure 7 is a flowchart of the fifth embodiment of the game visual scope switching method of the present invention;

[0041] Figure 8 is a flowchart of the sixth embodiment of the game visual scope switching method of the present invention;

[0042] Figure 9 is a flowchart of the seventh embodiment of the game visual scope switching method of the present invention;

[0043] Figure 10It is a flowchart of the eighth embodiment of the game visual scope switching method of the present invention. Detailed implementation manners

[0044] It should be understood that the specific embodiments described herein are only used to explain the present invention and are not used to limit the present invention.

[0045] In the following description, suffixes such as "module", "component" or "unit" used to represent elements are only for the convenience of describing the present invention, and they have no specific meaning in themselves. Therefore, "module", "component" or "unit" can be used interchangeably.

[0046] The terminal can be implemented in various forms. For example, the terminal described in the present invention can include mobile terminals such as mobile phones, tablet computers, laptop computers, palmtop computers, personal digital assistants (PDAs), portable media players (PMPs), navigation devices, wearable devices, smart bracelets, pedometers, etc., and fixed terminals such as digital TVs, desktop computers, etc.

[0047] In the following description, the mobile terminal will be taken as an example for illustration. Those skilled in the art will understand that, except for the elements specifically used for mobile purposes, the structure according to the embodiments of the present invention can also be applied to fixed-type terminals.

[0048] Please refer to Figure 1 , which is a schematic hardware structure diagram of a mobile terminal for implementing various embodiments of the present invention. The mobile terminal 100 may include: an RF (Radio Frequency) unit 101, a WiFi module 102, an audio output unit 103, an A / V (audio / video) input unit 104, a sensor 105, a display unit 106, a user input unit 107, an interface unit 108, a memory 109, a processor 110, and a power supply 111, etc. Those skilled in the art can understand that Figure 1 the structure of the mobile terminal shown in

[0049] does not constitute a limitation on the mobile terminal. The mobile terminal may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements. Figure 1 The following specifically introduces each component of the mobile terminal:

[0050] The radio frequency unit 101 can be used for receiving and transmitting information or signals during communication. Specifically, it receives the downlink information from the base station and processes it with the processor 110. Additionally, it transmits the uplink data to the base station. Generally, the radio frequency unit 101 includes, but is not limited to, antennas, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, etc. In addition, the radio frequency unit 101 can also communicate with the network and other devices via wireless communication. The above wireless communication can use any communication standard or protocol, including but not limited to GSM (Global System of Mobile communication), GPRS (General Packet Radio Service), CDMA2000 (Code Division Multiple Access 2000), WCDMA (Wideband Code Division Multiple Access), TD-SCDMA (Time Division-Synchronous Code Division Multiple Access), FDD-LTE (Frequency Division Duplexing-Long Term Evolution), and TDD-LTE (Time Division Duplexing-Long Term Evolution), etc.

[0051] WiFi belongs to short-distance wireless transmission technology. The mobile terminal can help users send and receive emails, browse the web, and access streaming media through the WiFi module 102. It provides users with wireless broadband Internet access. Although Figure 1 the WiFi module 102 is shown, it can be understood that it is not an essential component of the mobile terminal and can be omitted entirely within the scope of not changing the essence of the invention according to needs.

[0052] The audio output unit 103 can convert the audio data received by the radio frequency unit 101 or the WiFi module 102 or stored in the memory 109 into an audio signal and output it as sound when the mobile terminal 100 is in call signal reception mode, call mode, recording mode, voice recognition mode, broadcast reception mode, etc. Moreover, the audio output unit 103 can also provide audio output related to specific functions executed by the mobile terminal 100 (such as call signal reception sound, message reception sound, etc.). The audio output unit 103 can include a speaker, a buzzer, etc.

[0053] The A / V input unit 104 is used to receive audio or video signals. The A / V input unit 104 may include a Graphics Processing Unit (GPU) 1041 and a microphone 1042. The GPU 1041 processes the image data of a still picture or video obtained by an image capturing device (such as a camera) in a video capture mode or an image capture mode. The processed image frames can be displayed on the display unit 106. The image frames processed by the GPU 1041 can be stored in the memory 109 (or other storage media) or transmitted via the radio frequency unit 101 or the WiFi module 102. The microphone 1042 can receive sounds (audio data) via the microphone 1042 in operation modes such as a phone call mode, a recording mode, a voice recognition mode, etc., and can process such sounds into audio data. The processed audio (voice) data can be converted into a format that can be transmitted to a mobile communication base station via the radio frequency unit 101 in the case of the phone call mode. The microphone 1042 can implement various types of noise cancellation (or suppression) algorithms to cancel (or suppress) the noise or interference generated during the reception and transmission of audio signals.

[0054] The mobile terminal 100 further includes at least one sensor 105, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. Among them, the ambient light sensor can adjust the brightness of the display panel 1061 according to the brightness of the ambient light, and the proximity sensor can turn off the display panel 1061 and / or the backlight when the mobile terminal 100 is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes), and can detect the magnitude and direction of gravity when stationary, and can be used in applications for identifying the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as a pedometer, tapping), etc.; as for other sensors that the mobile phone can also be configured with, such as a fingerprint sensor, a pressure sensor, an iris sensor, a molecular sensor, a gyroscope, a barometer, a hygrometer, a thermometer, an infrared sensor, etc., they will not be elaborated here.

[0055] The display unit 106 is used to display information input by the user or information provided to the user. The display unit 106 may include a display panel 1061, and the display panel 1061 can be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), etc.

[0056] The user input unit 107 can be used to receive input numerical or character information and generate key signal inputs related to the user settings and function controls of the mobile terminal. Specifically, the user input unit 107 can include a touch panel 1071 and other input devices 1072. The touch panel 1071, also known as a touch screen, can collect touch operations of the user on or near it (such as operations of the user using any suitable object or accessory such as a finger, a stylus, etc. on or near the touch panel 1071), and drive corresponding connection devices according to a preset program. The touch panel 1071 can include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the touch orientation of the user and detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 110, and can receive and execute the commands sent by the processor 110. In addition, various types such as resistive, capacitive, infrared, and surface acoustic wave can be used to implement the touch panel 1071. In addition to the touch panel 1071, the user input unit 107 can also include other input devices 1072. Specifically, the other input devices 1072 can include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, etc., and specific details are not limited here.

[0057] Further, the touch panel 1071 can cover the display panel 1061. After the touch panel 1071 detects a touch operation on or near it, it transmits the operation to the processor 110 to determine the type of touch event. Subsequently, the processor 110 provides a corresponding visual output on the display panel 1061 according to the type of touch event. Although in Figure 1 the touch panel 1071 and the display panel 1061 are implemented as two independent components to realize the input and output functions of the mobile terminal, in some embodiments, the touch panel 1071 and the display panel 1061 can be integrated to realize the input and output functions of the mobile terminal, and specific details are not limited here.

[0058] The interface unit 108 serves as an interface through which at least one external device can be connected to the mobile terminal 100. For example, the external device can include a wired or wireless headset port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headset port, and so on. The interface unit 108 can be used to receive inputs from external devices (such as data information, power, etc.) and transmit the received inputs to one or more components within the mobile terminal 100 or can be used to transmit data between the mobile terminal 100 and external devices.

[0059] The memory 109 can be used to store software programs and various data. The memory 109 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.); the data storage area can store data created according to the use of the mobile phone (such as audio data, phone book, etc.). In addition, the memory 109 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state storage devices.

[0060] The processor 110 is the control center of the mobile terminal, connecting various parts of the entire mobile terminal through various interfaces and lines. By running or executing the software programs and / or modules stored in the memory 109, and calling the data stored in the memory 109, it executes various functions of the mobile terminal and processes data, thereby monitoring the mobile terminal as a whole. The processor 110 can include one or more processing units; preferably, the processor 110 can integrate an application processor and a modem processor. Among them, the application processor mainly processes the operating system, user interface, and application programs, etc., and the modem processor mainly processes wireless communication. It can be understood that the above-mentioned modem processor may not be integrated into the processor 110.

[0061] The mobile terminal 100 can also include a power supply 111 (such as a battery) for powering each component. Preferably, the power supply 111 can be logically connected to the processor 110 through a power management system, so as to realize functions such as management of charging, discharging, and power consumption management through the power management system.

[0062] Although Figure 1 not shown, the mobile terminal 100 can also include a Bluetooth module, etc., which will not be elaborated here.

[0063] To facilitate the understanding of the embodiments of the present invention, the communication network system on which the mobile terminal of the present invention is based will be described below.

[0064] Please refer to Figure 2 , Figure 2 which is an architecture diagram of a communication network system provided by an embodiment of the present invention. This communication network system is an LTE system of the general mobile communication technology. The LTE system includes a UE (User Equipment) 201, an E-UTRAN (Evolved UMTS Terrestrial Radio Access Network) 202, an EPC (Evolved Packet Core) 203, and the operator's IP service 204 that are communicatively connected in sequence.

[0065] Specifically, the UE 201 may be the above-mentioned terminal 100, which will not be elaborated here.

[0066] The E-UTRAN 202 includes an eNodeB 2021 and other eNodeBs 2022, etc. Among them, the eNodeB 2021 can be connected to other eNodeBs 2022 through a backhaul (such as the X2 interface), the eNodeB 2021 is connected to the EPC 203, and the eNodeB 2021 can provide access for the UE 201 to the EPC 203.

[0067] The EPC 203 may include an MME (Mobility Management Entity) 2031, an HSS (Home Subscriber Server) 2032, other MMEs 2033, an SGW (Serving Gate Way) 2034, a PGW (PDN Gate Way) 2035, a PCRF (Policy and Charging Rules Function) 2036, etc. Among them, the MME 2031 is a control node that processes the signaling between the UE 201 and the EPC 203 and provides bearer and connection management. The HSS 2032 is used to provide some registers to manage functions such as a home location register (not shown in the figure), and stores some user-specific information such as service characteristics and data rates. All user data can be sent through the SGW 2034. The PGW 2035 can provide IP address allocation for the UE 201 and other functions. The PCRF 2036 is a policy and charging control policy decision point for service data flows and IP bearer resources, and it selects and provides available policy and charging control decisions for a policy and charging enforcement function unit (not shown in the figure).

[0068] The IP service 204 may include the Internet, an intranet, an IMS (IP Multimedia Subsystem), or other IP services, etc.

[0069] Although the above has been introduced by taking the LTE system as an example, those skilled in the art should be aware that the present invention is not only applicable to the LTE system, but also applicable to other wireless communication systems, such as GSM, CDMA2000, WCDMA, TD-SCDMA, and future new network systems, etc., which are not limited here.

[0070] Based on the above mobile terminal hardware structure and communication network system, various embodiments of the method of the present invention are proposed.

[0071] Embodiment 1

[0072] Figure 3 The flowchart of the first embodiment of the method for switching the game visual zoom lens of the present invention is as follows. A method for switching the game visual zoom lens comprises:

[0073] S1. When a first shooting preparation instruction triggered by a shooting key is detected, a first aiming window is started, and a target shooting object is determined within a first frame selection range of the first aiming window.

[0074] S2. In a thumbnail map corresponding to the main map, according to the thumbnail scale of the thumbnail map and the virtual distance between the target shooting object and the game main body, determine the actual distance between the target shooting object and the game main body in the main map.

[0075] S3. Determine a preset distance range to which the actual distance belongs, and when monitoring a second shooting preparation instruction triggered by the shooting key, switch the first aiming window to a second aiming window zoomed in by a magnifying lens corresponding to the distance range, and lock the target shooting object in the second aiming window.

[0076] Optionally, in this embodiment, when the first shooting preparatory instruction triggered by the shooting key is detected, the first aiming window is started, and the target shooting object is determined according to the first frame selection range of the first aiming window. Specifically, take the shooting game in the mobile phone as an example. For example, in the process of the Peace Elite game, the game program determines whether to mark the target person by whether the player has long pressed the shooting key. First, whether the long press time is maintained for 3 seconds; second, the long press time does not exceed 3 seconds; third, frequent short presses. In this embodiment, the above-mentioned preset first shooting preparatory instruction can be determined according to the pressing method and time of the shooting key.

[0077] Optionally, in this embodiment, in the thumbnail map corresponding to the main map, the actual distance between the target shooting object and the game subject in the main map is determined according to the thumbnail scale of the thumbnail map and the virtual distance between the target shooting object and the game subject. Specifically, as described in the above example, in shooting games (Peace Elite, PlayerUnknown's Battlegrounds, Gunfight King, etc.), there are generally built-in thumbnail maps. Through observation of the enemy's position during the game, when the white dot corresponds to the target enemy during the gun-raising process, for example, the player presses and holds the shooting button for 3 seconds. After the game program receives the long-press command, this embodiment will immediately mark the target enemy's position and immediately map its position to the thumbnail map. At the same time, the distance between the enemy and the player is determined according to the scale of the map. In general, in shooting games, the distance between the enemy and the player is determined according to the scale of the map. Figure 1 The large grid is 1000 meters, and when you zoom in you can see small grids of 100 meters.

[0078] Optionally, in this embodiment, a preset distance range to which the actual distance belongs is determined. When a second shooting preparation instruction triggered by the shooting button is monitored, the first aiming window is switched to a second aiming window after being zoomed in by a telescopic sight corresponding to the distance range, and the target shooting object is locked in the second aiming window. Similarly, as described in the above example, the situation of automatic telescopic sight switching is judged. First, the telescopic sight is not activated. For example, when no telescopic sight is recognized in the player's backpack, if the player long-presses the shooting button for 3 seconds at this time, a prompt to use an X-fold telescopic sight will pop up on the interface. Second, the telescopic sight is automatically switched. For example, when there are sufficient backpack resources, if the player long-presses the shooting button for more than 3 seconds at this time, the system immediately marks the target character, and the marked character has been mapped to the map at the same time. Specifically, for example, in the execution stage of the operation instruction, when the distance is within 50m, the telescopic sights switched in this embodiment are the red dot and the holographic sight; and if the distance is about 100m, this embodiment will automatically switch the player to a 2-fold telescopic sight.

[0079] It can be seen that in this embodiment, through the adaptive switching of the telescopic sight, on the one hand, the cumbersome process of manually switching the telescopic sight back and forth in the game is reduced, making it more suitable for more shooting games; on the other hand, it enables players to get started with the game faster, eliminates the trouble of being killed due to slow reaction in the game, and realizes a more intelligent and automated friendly experience during the game process.

[0080] The beneficial effect of this embodiment is that when a first shooting preparation instruction triggered by the shooting button is monitored, a first aiming window is activated, and a target shooting object is determined within the first box selection range of the first aiming window; in a thumbnail map corresponding to the main map, according to the thumbnail ratio of the thumbnail map and the virtual distance between the target shooting object and the game body, the actual distance between the target shooting object and the game body in the main map is determined; a preset distance range to which the actual distance belongs is determined. When a second shooting preparation instruction triggered by the shooting button is monitored, the first aiming window is switched to a second aiming window after being zoomed in by a telescopic sight corresponding to the distance range, and the target shooting object is locked in the second aiming window. A user-friendly game visual telescopic sight switching scheme is realized, which reduces the operation difficulty of users and improves the game experience of users.

[0081] Embodiment 2

[0082] Figure 4 It is a flowchart of the second embodiment of the game visual telescopic sight switching method of the present invention. Based on the above embodiment, when a first shooting preparation instruction triggered by the shooting button is monitored, a first aiming window is activated, and a target shooting object is determined within the first box selection range of the first aiming window, including:

[0083] S11. Move the first aiming window to search for the shooting target.

[0084] S12. When the same shooting target is displayed within the first box selection range for more than a preset time, determine the shooting target as the target shooting target.

[0085] Optionally, in this embodiment, when the same shooting target is displayed within the first box selection range for more than a preset time, for example, three seconds, determine the shooting target as the target shooting target.

[0086] Optionally, in this embodiment, when multiple shooting targets are displayed within the first box selection range and the time of one of the shooting targets is the longest, determine the shooting target with the longest time as the target shooting target.

[0087] Optionally, in this embodiment, within a continuous period of time, when multiple shooting targets are successively displayed within the first box selection range and the time of one of the shooting targets is the longest, determine the shooting target with the longest time as the target shooting target.

[0088] The beneficial effect of this embodiment is that by moving the first aiming window to search for the shooting target; when the same shooting target is displayed within the first box selection range for more than a preset time, determine the shooting target as the target shooting target. It provides diversified ways to determine the target shooting target for implementing a user-friendly game visual scope switching scheme, reduces the operation difficulty of users, and improves the game experience of users.

[0089] Embodiment III

[0090] Figure 5 It is a flowchart of the third embodiment of the game visual scope switching method of the present invention. Based on the above embodiment, in the thumbnail map corresponding to the main map, according to the thumbnail ratio of the thumbnail map and the virtual distance between the target shooting target and the game entity, determine the actual distance between the target shooting target and the game entity in the main map, including:

[0091] S21. Identify the image features and identification information of the target shooting target.

[0092] S22. Determine the object attribute of the target shooting target according to the image features and the identification information.

[0093] Optionally, in this embodiment, the image features of the target shooting target include the character type, vehicle type, etc. of the object.

[0094] Optionally, in this embodiment, the identification information of the target shooting target includes color identification, status identifications such as blood volume, and text identifications such as name.

[0095] Optionally, in this embodiment, the object attribute serves as the sole basis for searching and determining the target shooting object in the subsequent thumbnail map.

[0096] The beneficial effect of this embodiment is that by identifying the image features and identification information of the target shooting object; determining the object attribute of the target shooting object according to the image features and the identification information. It provides a basis for searching and determining the target shooting object for implementing a user-friendly game visual scope switching scheme, reduces the operation difficulty of the user, and improves the user's game experience.

[0097] Embodiment Four

[0098] Figure 6 It is a flowchart of the fourth embodiment of the game visual scope switching method of the present invention. Based on the above embodiment, in the thumbnail map corresponding to the main map, according to the thumbnail ratio of the thumbnail map and the virtual distance between the target shooting object and the game main body, determining the actual distance between the target shooting object and the game main body in the main map further includes:

[0099] S23. Search for the target shooting object in the thumbnail map according to the object attribute.

[0100] S24. When the target shooting object is searched, add a first mark to the target shooting object.

[0101] Optionally, in this embodiment, in combination with the identification information of each object in the thumbnail map and the object attribute, search for the target shooting object in the thumbnail map.

[0102] Optionally, in this embodiment, when the target shooting object is searched, add a first mark to the target shooting object, where the first mark can be a red frame mark.

[0103] Optionally, in this embodiment, share the first mark with other teammates to achieve teamwork.

[0104] The beneficial effect of this embodiment is that by searching for the target shooting object in the thumbnail map according to the object attribute; when the target shooting object is searched, add a first mark to the target shooting object. It provides a setting method for the first mark for implementing a user-friendly game visual scope switching scheme, reduces the operation difficulty of the user, and improves the user's game experience.

[0105] Embodiment Five

[0106] Figure 7It is a flowchart of the fifth embodiment of the game visual scope switching method of the present invention. Based on the above embodiments, in the thumbnail map corresponding to the main map, according to the thumbnail ratio of the thumbnail map and the virtual distance between the target shooting object and the game entity, determining the actual distance between the target shooting object and the game entity in the main map further includes:

[0107] S25. Add a second marker to the game entity in the thumbnail map.

[0108] S26. Calculate the distance between the geometric centers of the first marker and the second marker as the virtual distance between the target shooting object and the game entity in the thumbnail map.

[0109] Optionally, in this embodiment, add a second marker to the game entity in the thumbnail map, where the second marker can be a frame marker of a color different from the first marker.

[0110] Optionally, in this embodiment, calculate the distance between the geometric centers of the first marker and the second marker as the virtual distance between the target shooting object and the game entity in the thumbnail map, where the above virtual distance is updated in real time before receiving a subsequent second shooting preparation instruction.

[0111] The beneficial effect of this embodiment is that by adding a second marker to the game entity in the thumbnail map; calculating the distance between the geometric centers of the first marker and the second marker as the virtual distance between the target shooting object and the game entity in the thumbnail map. It provides a way to obtain the virtual distance for implementing a user-friendly game visual scope switching scheme, reduces the operation difficulty of users, and improves the game experience of users.

[0112] Embodiment Six

[0113] Figure 8 It is a flowchart of the sixth embodiment of the game visual scope switching method of the present invention. Based on the above embodiments, in the thumbnail map corresponding to the main map, according to the thumbnail ratio of the thumbnail map and the virtual distance between the target shooting object and the game entity, determining the actual distance between the target shooting object and the game entity in the main map further includes:

[0114] S27. Determine the thumbnail ratio of the thumbnail map in the current state according to the first displacement of the game entity in the main map and the second displacement of the second marker in the thumbnail map within a preset time period.

[0115] S28. Determine the actual distance between the target shooting object and the game entity in the main map according to the thumbnail ratio and the virtual distance.

[0116] Optionally, in this embodiment, within a preset time period, determine the thumbnail ratio of the thumbnail map in the current state according to the first displacement of the game entity in the main map and the second displacement of the second marker in the thumbnail map. For example, within 3 seconds, obtain the first displacement of the game entity in the main map and the second displacement of the second marker in the thumbnail map.

[0117] Optionally, in this embodiment, determine the first displacement of the game entity in the main map and the third displacement of the game entity in the thumbnail map, and obtain the thumbnail ratio according to the ratio of the first displacement to the third displacement.

[0118] Optionally, in this embodiment, determine the fourth displacement of the target shooting object in the main map and the second displacement of the target shooting object in the thumbnail map, and obtain the thumbnail ratio according to the ratio of the first displacement to the third displacement.

[0119] The beneficial effect of this embodiment is that by determining the thumbnail ratio of the thumbnail map in the current state according to the first displacement of the game entity in the main map and the second displacement of the second marker in the thumbnail map within a preset time period; determining the actual distance between the target shooting object and the game entity in the main map according to the thumbnail ratio and the virtual distance. It provides a calculation method for the actual distance for implementing a user-friendly game visual scope switching scheme, reduces the operation difficulty of users, and improves the game experience of users.

[0120] Embodiment Seven

[0121] Figure 9 It is a flowchart of the seventh embodiment of the game visual scope switching method of the present invention. Based on the above embodiment, for determining the preset distance range to which the actual distance belongs, when monitoring a second shooting preparation instruction triggered by the shooting button, switch the first aiming window to a second aiming window after being zoomed in by a scope corresponding to the distance range, and lock the target shooting object in the second aiming window, including:

[0122] S31. Obtain the number and magnification of the scopes equipped by the game entity.

[0123] S32. Divide a preset distance into multiple distance ranges connected end to end according to the number and magnification.

[0124] Optionally, in this embodiment, use the effective range corresponding to the currently selected firearm as the above preset distance.

[0125] Optionally, in this embodiment, a preset distance is divided into multiple segments of the above-mentioned distance ranges that are connected end to end according to the quantity and the multiple. That is, the greater the number of telescopic sights equipped on the device or the number of optional telescopic sights, the more segments the divided distance range has. Optionally, for the distance range, the telescopic sight with a larger corresponding multiple has a larger value.

[0126] The beneficial effect of this embodiment is that by obtaining the quantity and multiple of the telescopic sight equipped on the game entity; dividing a preset distance into multiple segments of the above-mentioned distance ranges that are connected end to end according to the quantity and the multiple. It provides a preset method for the telescopic sight for implementing a user-friendly game visual telescopic sight switching scheme, reduces the operation difficulty of the user, and improves the user's game experience.

[0127] Embodiment Eight

[0128] Figure 10 It is a flowchart of the eighth embodiment of the game visual telescopic sight switching method of the present invention. Based on the above embodiment, when determining the preset distance range to which the actual distance belongs, when monitoring the second shooting preparation instruction triggered by the shooting button, the first aiming window is switched to the second aiming window after being zoomed in by the telescopic sight corresponding to the distance range, and the target shooting object is locked in the second aiming window. It further includes:

[0129] S33. When monitoring the second shooting preparation instruction triggered by the shooting button, retrieve the first telescopic sight corresponding to the distance range.

[0130] S34. In the second aiming window after being zoomed in by the telescopic sight, when the target shooting object exceeds the second selection range of the second aiming window, retrieve the second telescopic sight with a multiple smaller than that of the first telescopic sight, and lock the target shooting object.

[0131] Optionally, in this embodiment, in the second aiming window after being zoomed in by the telescopic sight, when the target shooting object exceeds the second selection range of the second aiming window, retrieve the second telescopic sight with a multiple smaller than that of the first telescopic sight, and lock the target shooting object. Among them, in the second aiming window after being zoomed in by the telescopic sight, when the proportion of the target shooting object in the second selection range of the second aiming window is less than the preset value, retrieve the second telescopic sight with a multiple larger than that of the first telescopic sight, and lock the target shooting object.

[0132] The beneficial effect of this embodiment is that when monitoring the second shooting preparation instruction triggered by the shooting key, the first telescopic sight corresponding to the distance range is retrieved; within the second aiming window after being zoomed in by the telescopic sight, when the target shooting object exceeds the second bounding range of the second aiming window, the second telescopic sight with a magnification smaller than the first telescopic sight is retrieved, and the target shooting object is locked. It provides a switching control method for the telescopic sight for realizing a user-friendly game visual telescopic sight switching scheme, reduces the operation difficulty of the user, and improves the user's game experience.

[0133] Embodiment Nine

[0134] Based on the above embodiments, the present invention further provides a game visual telescopic sight switching device, which includes a memory, a processor, and a computer program stored on the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game visual telescopic sight switching method described in any one of the above are implemented.

[0135] It should be noted that the above device embodiment and method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are all correspondingly applicable in the device embodiment, and will not be elaborated here.

[0136] Embodiment Ten

[0137] Based on the above embodiments, the present invention further provides a computer-readable storage medium, on which a game visual telescopic sight switching program is stored. When the game visual telescopic sight switching program is executed by a processor, the steps of the game visual telescopic sight switching method described in any one of the above are implemented.

[0138] It should be noted that the above medium embodiment and method embodiment belong to the same concept. The specific implementation process is detailed in the method embodiment, and the technical features in the method embodiment are all correspondingly applicable in the medium embodiment, and will not be elaborated here.

[0139] It should be noted that in this text, the term "comprising", "including" or any other variant thereof is intended to cover a non-exclusive inclusion, such that a process, method, article or device including a series of elements not only includes those elements but also includes other elements not explicitly listed, or further includes elements inherent to such process, method, article or device. Without further limitation, an element defined by the phrase "comprising a..." does not exclude the presence of additional identical elements in the process, method, article or device including the element.

[0140] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages or disadvantages of the embodiments.

[0141] Through the description of the above embodiments, those skilled in the art can clearly understand that the methods of the above embodiments can be implemented by means of software plus a necessary general hardware platform. Of course, they can also be implemented by hardware, but in many cases, the former is a better implementation. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes several instructions for causing a terminal (which can be a mobile phone, computer, server, air conditioner, or network device, etc.) to execute the methods described in various embodiments of the present invention.

[0142] The embodiments of the present invention have been described above with reference to the accompanying drawings. However, the present invention is not limited to the above specific embodiments. The above specific embodiments are merely illustrative rather than restrictive. Under the inspiration of the present invention, those of ordinary skill in the art can also make many forms without departing from the spirit and scope protected by the claims of the present invention. All of these are within the protection scope of the present invention.

Claims

1. A method for switching game visual scopes, characterized in that, The method includes: When a first shooting preparation instruction triggered by a shooting button is detected, start a first aiming window and determine a target shooting object according to a first box selection range of the first aiming window; In a thumbnail map corresponding to the main map, determine an actual distance between the target shooting object and the game entity in the main map according to a thumbnail scale of the thumbnail map and a virtual distance between the target shooting object and the game entity; Determine a preset distance range to which the actual distance belongs. When a second shooting preparation instruction triggered by the shooting button is detected, switch the first aiming window to a second aiming window zoomed in by a telescopic sight corresponding to the distance range, and lock the target shooting object in the second aiming window; The step of determining the actual distance between the target shooting object and the game entity in the main map according to the thumbnail scale of the thumbnail map and the virtual distance between the target shooting object and the game entity in the thumbnail map corresponding to the main map includes: Identify image features and identification information of the target shooting object; Determine an object attribute of the target shooting object according to the image features and the identification information; Search for the target shooting object in the thumbnail map according to the object attribute; When the target shooting object is found, add a first mark to the target shooting object; Add a second mark to the game entity in the thumbnail map; Calculate a distance between a geometric center of the first mark and a geometric center of the second mark as the virtual distance between the target shooting object and the game entity in the thumbnail map; Within a preset time period, determine the thumbnail scale of the thumbnail map in the current state according to a first displacement of the game entity in the main map and a second displacement of the second mark in the thumbnail map; Determine the actual distance between the target shooting object and the game entity in the main map according to the thumbnail scale and the virtual distance; The step of determining the preset distance range to which the actual distance belongs. When a second shooting preparation instruction triggered by the shooting button is detected, switch the first aiming window to a second aiming window zoomed in by a telescopic sight corresponding to the distance range, and lock the target shooting object in the second aiming window includes: Obtain the number and magnification of telescopic sights equipped by the game entity; Divide a preset distance into multiple distance ranges connected end to end according to the number and the magnification; When a second shooting preparation instruction triggered by the shooting button is detected, retrieve a first telescopic sight corresponding to the distance range; Within the second aiming window zoomed in by the telescopic sight, when the target shooting object exceeds a second box selection range of the second aiming window, retrieve a second telescopic sight with a magnification less than that of the first telescopic sight, and lock the target shooting object.

2. The game visual scope switching method according to claim 1, wherein, The step of when a first shooting preparation instruction triggered by a shooting button is detected, start a first aiming window and determine a target shooting object according to a first box selection range of the first aiming window includes: Move the first aiming window to search for a shooting object; When the same shooting target is displayed within the first box selection range for more than a preset time, the shooting target is determined as the target shooting target.

3. A game visual scope switching device, characterized in that The device includes a memory, a processor, and a computer program stored on the memory and executable on the processor. When the computer program is executed by the processor, the steps of the game visual scope switching method according to claim 1 or 2 are implemented.

4. A computer-readable storage medium, characterized in that, A game visual scope switching program is stored on the computer-readable storage medium. When the game visual scope switching program is executed by the processor, the steps of the game visual scope switching method according to claim 1 or 2 are implemented.

Citation Information

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