Method, apparatus, device and computer-readable storage medium for controlling game interaction

By displaying and moving the aiming area in the graphical user interface of the shooting game and automatically locking the shooting object, it solves the problem in the existing technology that object locking requires manual precise control, and improves the flexibility and intelligent experience of game operations.

CN113680052BActive Publication Date: 2025-01-24CHANGYOU CLOUD (BEIJING) TECH CO LTD
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Patent Information

Application Number
CN202110998128.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-08-27
Publication Date
2025-01-24
Estimated Expiration
2041-08-27

AI Technical Summary

Technical Problem

In existing shooting games, object locking requires manual precise control, which increases the difficulty of game operation and the probability of misoperation.

Method used

By displaying the aiming area in the graphical user interface, the mobile aiming area to the attack target location, and automatically lock the shooting object in the aiming area.

Benefits of technology

It greatly improves the flexibility of users in the game operation, reduces the probability of artificial misunderstanding, and enhances the user's intelligent experience.

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Abstract

The present disclosure provides a method, device, equipment and computer-readable storage medium for controlling game interaction, and relates to the field of computer technology. The specific implementation scheme is: in response to the operation of preparing to execute shooting at an attack target, displaying a targeting area in a graphical user interface; by adjusting the perspective of the graphical user interface, moving the targeting area to a position containing the attack target in the graphical user interface; and in the targeting area, automatically locking the shooting object from the attack target. The flexibility of the user in the game operation process is improved, the probability of human error operation is reduced, and the user's game intelligent experience is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and more particularly to a method, apparatus, device, and computer-readable storage medium for controlling game interaction. Background Art

[0002] With the development of electronic devices, especially with the rapid development of mobile smart terminals, various types of games have been developed to enrich people's lives, such as role-playing games, action games, racing games, music games, etc. Shooting games, which are widely loved by the public, are a type of action games.

[0003] There are many forms of game interactions involved in the game, including aiming, delivery, contact, etc. Faced with increasingly high user demands, there are still many problems to be solved in how to optimize the performance of game interactions to enhance the intelligent experience. Summary of the invention

[0004] The present disclosure provides a method, apparatus, device and computer-readable storage medium for controlling game interaction.

[0005] According to a first aspect of the present disclosure, a method for controlling game interaction is provided. The method includes: in response to an operation of preparing to execute shooting at an attack target, displaying a aiming area in a graphical user interface; by adjusting the viewing angle of the graphical user interface, moving the aiming area to a position in the graphical user interface containing the attack target; and in the aiming area, automatically locking the shooting object from the attack target.

[0006] According to a second aspect of the present disclosure, a device for controlling game interaction is provided. The device includes: a target area display module, configured to display a target area in a graphical user interface in response to an operation of preparing to execute shooting at an attack target; a target area moving module, configured to move the target area to a position in the graphical user interface containing the attack target by adjusting the viewing angle of the graphical user interface; and a shooting object locking module, configured to automatically lock the shooting object from the attack target in the target area.

[0007] According to a third aspect of the present disclosure, an electronic device is provided. The electronic device includes at least one processor; and a memory connected to the at least one processor in communication; wherein the memory stores instructions that can be executed by the at least one processor, and the instructions are executed by the at least one processor so that the at least one processor can perform the method according to the first aspect of the present disclosure.

[0008] According to a fourth aspect of the present disclosure, a non-transitory computer-readable storage medium storing computer instructions is provided, where the computer instructions are used to cause a computer to execute the method according to the first aspect of the present disclosure.

[0009] According to a fifth aspect of the present disclosure, a computer program product is provided, comprising a computer program, which implements the steps of the method according to the first aspect of the present disclosure when executed by a processor.

[0010] It should be understood that the content described in this section is not intended to identify the key or important features of the embodiments of the present disclosure, nor is it intended to limit the scope of the present disclosure. Other features of the present disclosure will become easily understood through the following description. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] The accompanying drawings are used to better understand the present solution and do not constitute a limitation of the present disclosure.

[0012] Figure 1 A schematic diagram illustrating an environment 100 in which various embodiments of the present disclosure can be implemented;

[0013] Figure 2 A flowchart of a method 200 for controlling game interaction according to some embodiments of the present disclosure is shown;

[0014] Figure 3 A flowchart of a method 300 for controlling game interaction according to some embodiments of the present disclosure is shown;

[0015] Figure 4 A block diagram showing an apparatus 400 for controlling game interaction according to some embodiments of the present disclosure; and

[0016] Figure 5 A block diagram of an electronic device 500 is shown that is capable of implementing various embodiments of the present disclosure. DETAILED DESCRIPTION

[0017] The following is a description of exemplary embodiments of the present disclosure in conjunction with the accompanying drawings, including various details of the embodiments of the present disclosure to facilitate understanding, which should be considered as merely exemplary. Therefore, it should be recognized by those of ordinary skill in the art that various changes and modifications may be made to the embodiments described herein without departing from the scope and spirit of the present disclosure. Similarly, for the sake of clarity and conciseness, descriptions of well-known functions and structures are omitted in the following description.

[0018] In the description of the embodiments of the present disclosure, the term "including" and similar terms should be understood as open inclusion, that is, "including but not limited to". The term "based on" should be understood as "based at least in part on". The term "one embodiment" or "the embodiment" should be understood as "at least one embodiment". The terms "first", "second", etc. may refer to different or the same objects. Other explicit and implicit definitions may also be included below.

[0019] Currently, object locking is one of the common and important means of game interaction in shooting games. However, existing object locking methods all require precise manual control, for example, by accurately moving the aiming point to the target position to achieve object locking. Therefore, users need to take complex hand movements to achieve object locking at the same time during the game experience, which greatly increases the difficulty of game operation and the probability of misoperation.

[0020] In order to at least solve the above-mentioned problems, according to an embodiment of the present disclosure, an improved scheme for controlling game interaction is proposed. In this scheme, for example, in response to an operation of preparing to execute shooting at an attack target, an aiming area is displayed in a graphical user interface. The aiming area is moved to a position in the graphical user interface that contains the attack target. In the aiming area at this position, the shooting object is automatically locked from the attack target. Through this scheme, as long as (multiple) attack targets fall into the aiming area, the object can be automatically locked from the (multiple) attack targets, which greatly improves the flexibility of the user during the game operation process, and the automatic locking process also reduces the probability of human error, thereby enhancing the user's game intelligence experience.

[0021] Figure 1 A schematic diagram of an environment 100 is shown in which various embodiments of the present disclosure can be implemented. The example environment 100 includes a computing device 101 .

[0022] The computing device 101 can implement the function corresponding to the operation instruction for the object in the game virtual environment according to the user instruction 102 from the user. Example computing devices 101 include but are not limited to personal computers, server computers, handheld or laptop devices, mobile devices (such as mobile phones, personal digital assistants (PDAs), media players, etc.), multi-processor systems, consumer electronics products, minicomputers, mainframe computers, distributed computing environments including any of the above systems or devices, etc. The server can be a cloud server, also known as a cloud computing server or cloud host, which is a host product in the cloud computing service system to solve the defects of difficult management and weak business scalability in traditional physical hosts and VPS services ("Virtual Private Server", or "VPS" for short). The server can also be a server of a distributed system, or a server combined with a blockchain.

[0023] The user instruction 102 at least indicates that the content desired by the user is displayed in the graphical user interface 103. It should be understood that the content can be a state or an action. For example, the movement of a game character toward a destination, the locking state of a shooting object, the execution of a shooting operation for shooting, the survival state of a shooting object, etc. The above examples are only used to describe the present disclosure, but not to specifically limit the present disclosure. Those skilled in the art can provide specific operation instructions as needed.

[0024] For example, based on the received user instruction 102 (eg, preparing to shoot at a target), the computing device 101 displays a aiming area for automatically locking onto a shooting target in the graphical user interface 103 and uses the aiming area to automatically lock onto the shooting target.

[0025] Through the above method, the flexibility of the user in the game operation process is greatly improved, and the automatic locking process also reduces the probability of human error operation, thereby improving the user's intelligent gaming experience.

[0026] above Figure 1 FIG. 1 is a schematic diagram of an environment 100 in which various embodiments of the present disclosure can be implemented. Figure 2 A flow chart depicting a method 200 for controlling game interactions according to some embodiments of the present disclosure. Figure 2 Method 200 in Figure 1 The computing device 101 or any suitable computing device is executed.

[0027] At frame 202, in response to the operation of preparing to perform shooting for the attack target, the aiming area is displayed in the graphical user interface. For example, when the shooting tool held by the user in the game virtual environment is set to be in a state of waiting to shoot (a state in which the attack target can be shot at any time), a mechanism for locking the shooting object is triggered, so that the aiming area is displayed in the graphical user interface 103. When the shooting tool is always in the state of waiting to shoot, the aiming area will continue to appear in the graphical user interface 103. When the shooting tool is set to be in a non-waiting state (for example, the shooting tool equipment is switched, the marching action of the game character (such as sprinting, rolling, etc.), the cooperation between the game characters, etc.), the aiming area is hidden in the graphical user interface 103.

[0028] The aiming area herein may be presented in the form of square brackets ("[]") in the graphical user interface 103. Of course, the aiming area may also be presented in other forms (e.g., other graphics), and the form of square brackets is only used as an example and is not a specific limitation of the present disclosure.

[0029] In some embodiments, when the aiming area appears for the first time due to being triggered, the aiming area is dynamically displayed in the graphical user interface in a manner in which the size of the aiming area is reduced from large to small. In this way, the display effect of the aiming area is enhanced, so that the user can intuitively feel the change of the current state, thereby enhancing the user's gaming experience. It should be understood that the situation in which the aiming area appears for the first time due to being triggered includes the situation in which the user uses the shooting tool to shoot for the first time, and also includes the situation in which the shooting tool is reset to the ready-to-shoot state after the user chooses to hide the aiming area.

[0030] In some embodiments, the size of the aiming area can be changed. In one example, the size of the aiming area can be changed according to the specific design of various shooting tools in the game application. For example, for shooting tools with higher performance required by users, an aiming area with a larger automatic locking range (for example, the area occupied by the shooting tool in the graphical user interface) is adopted. For shooting tools with relatively low performance in the game experience, an aiming area with a smaller automatic locking range is adopted. In some game scenes, the automatic locking range of the aiming area can even be expanded to the entire graphical user interface.

[0031] At block 204, the aiming area is moved to a position in the graphical user interface containing the attack target by adjusting the perspective of the graphical user interface. In one example, the perspective of the virtual environment in the graphical user interface is adjusted by means of an external device such as a keyboard or a mouse, and the aiming area is moved so that the attack target (for example, a target that can be automatically locked and shot in a competitive shooting game, such as a character, building, or object of an enemy unit) falls within the automatic locking range of the aiming area.

[0032] At box 206, in the aiming area, the shooting object is automatically locked from the attack target. In one example, only when the attack target falls within the automatic locking range of the aiming area, and the distance between the attack target and the shooting tool (for example, in the virtual environment of the game, the straight-line distance between the attack target and the shooting tool) is less than a certain threshold (for example, in the virtual environment of the game, 10m), the attack target can be locked as the shooting object. It should be understood that the distance and threshold can be implemented or changed according to the specific programming of the game to provide different game experiences to the user, which will not be described in detail here.

[0033] In one example, after the shooting object is automatically locked, a shooting operation can be performed for the shooting object. For example, in a graphical user interface, a shooting mark is displayed around the shooting object, and the shooting mark indicates that the shooting tool is performing a shooting operation. After completing the shooting operation, the shooting mark can be continuously displayed for a period of time (e.g., 0.6 seconds) to quickly switch positions and perform shooting operations when the shooting object is changed. After this period of time, the shooting mark cancels the display in the graphical user interface. The size of the shooting mark in the graphical user interface can represent the shooting range and shooting accuracy of the shooting tool, so the size of the shooting mark can be resized to achieve the shooting range and shooting accuracy corresponding to the shooting tools with different settings.

[0034] In one example, when the shooting operation is continuously performed on the shooting object, unless a prompt about the shooting object being in a dead state appears in the graphical user interface or the shooting object is out of the automatic locking range of the aiming area (for example, after the shooting object is hit and a hit mark is displayed in the graphical user interface, it is out of the automatic locking range of the aiming area), the shooting object locked in the automatic locking range will not be changed. In this way, using the aiming area disclosed in the present invention, the shooting object can be kept locked in the continuous shooting operation, so that the user can conveniently achieve the needs of locking the object and shooting the object at the same time.

[0035] In some embodiments, when shooting at the shooting target is stopped, a new shooting target is re-determined within the automatic locking range or the current locking state is canceled by hiding the locking mark according to one or more of the following items: the survival state of the shooting target after being shot; whether the shooting target is within the automatic locking range; the duration after the shooting target leaves the automatic locking range; the duration after shooting at the shooting target is stopped; and whether there is a new shooting target within the automatic locking range.

[0036] In one example, after the duration after stopping shooting at the shooting target exceeds a certain threshold (e.g., 0.5 seconds), or after a prompt about the shooting target being in a dead state appears in the graphical user interface (e.g., a kill mark is displayed at the location of the shooting target, and the device where the graphical user interface is located physically vibrates, etc.), a new shooting target is re-determined within the automatic locking range. In another example, after stopping (including canceling) shooting at the shooting target, when the duration after the locked shooting target is no longer in the automatic locking range exceeds a certain threshold (e.g., 0.5 seconds), and when the duration after no new shooting target exists in the automatic locking range exceeds a certain threshold (e.g., 0.5 seconds), the current locking state is canceled by hiding the locking mark. On the contrary, when a new attack target enters the automatic locking range within a certain threshold (e.g., 0.5 seconds), and when the new attack target can be automatically locked as a new shooting target, a new shooting target is re-determined within the automatic locking range.

[0037] It is worth noting that the above-mentioned display components such as the aiming area, locking mark, shooting mark, hit mark, kill mark, etc. can all be moved according to the movement of the shooting tool and the change of the viewing angle of the graphical user interface.

[0038] By using the method disclosed in the present invention, as long as the attack target falls into the aiming area, the object can be automatically locked from the attack target, which reduces the difficulty of game operation and greatly improves the flexibility of the user during the game operation. The automatic locking process also reduces the probability of human error operation, thereby improving the user's intelligent gaming experience.

[0039] It should be understood that any example in this document is only used to describe the present disclosure, rather than to specifically limit the present disclosure.

[0040] In some embodiments, the steps implemented in the above block 206 can be implemented by the following embodiments. Figure 3 Describe in detail. Figure 3 300 is a flowchart of a method 300 for controlling game interaction according to some embodiments of the present disclosure. It should be noted that for the sake of clarity, Figure 3 The described method for controlling game interaction will focus on Figure 2 The described method for controlling game interaction is different from the previous one, and the same or similar parts will be omitted.

[0041] At block 302, an attack target is identified in the targeting area. In one example, the attack targets that can be identified in the targeting area may include one attack target or multiple attack targets. And the identified (multiple) attack targets can be identified by their (respective) types (e.g., people, buildings, objects, etc.).

[0042] At box 304, within the automatic locking range, the shooting object is determined from the attack target. It should be understood that in this article, the automatic locking range indicates the range in the aiming area that can automatically lock the shooting object. In some examples, after the attack target falling into the aiming area is identified and it is determined that the attack target can be automatically locked, the shooting object is determined from the attack target.

[0043] In some embodiments, when the attack target includes multiple attack targets, within the automatic locking range, determining the shooting object from the attack targets according to one or more of the following items includes: the distance between each of the multiple attack targets and the shooting tool; and the straight-line distance between each of the multiple attack targets in the plane where the graphical user interface is located and the geometric center of the aiming area.

[0044] For example, by comparing the distance between each of the multiple attack targets and the shooting tool, the attack target corresponding to the shortest distance is selected as the shooting object. Alternatively, by comparing the straight-line distance between each of the multiple attack targets in the plane where the graphical user interface is located and the geometric center of the aiming area, the attack target corresponding to the shortest straight-line distance is selected as the shooting object. Of course, the above two situations can also be combined to specifically determine the shooting object.

[0045] At block 306, a lock mark is displayed for the shooting object to automatically lock the shooting object. For example, when the shooting object is automatically locked, a diamond frame is displayed around the shooting object in the graphical user interface with the shooting object as the geometric center to mark that the shooting object has been locked. It should be understood that the lock mark can also be any form of mark in addition to the diamond frame, which is only an example description.

[0046] In the above method, the automatic locking that meets the needs of users can be more accurately achieved through the identification process of the attack target and the determination process of the shooting object, further reducing the error rate of human operation. And by displaying the locking mark in the graphical user interface, the locking effect on a certain shooting object is strengthened.

[0047] In some embodiments, the above method may further include identifying one or more object parts that can be shot at the shooting object (e.g., the head, chest, legs, etc. of the shooting object). Based on the one or more object parts, determining a desired part that meets the user's needs (e.g., an object part that can quickly kill the shooting object). Automatically lock the desired part by fine-tuning the viewing angle of the graphical user interface. In this method, by further identifying the object part to be shot, the user's gaming experience in different gaming scenarios can be further enhanced.

[0048] Figure 4 FIG. 4 is a schematic block diagram of an apparatus 400 for controlling game interaction according to an embodiment of the present disclosure. Figure 4 As shown, the device 400 includes a sighting area display module 402, which is configured to display a sighting area in a graphical user interface in response to an operation of preparing to execute shooting at an attack target. The device 400 also includes a sighting area moving module 404, which is configured to move the sighting area to a position containing an attack target in the graphical user interface by adjusting the viewing angle of the graphical user interface. The device 400 also includes a shooting object locking module 406, which is configured to automatically lock the shooting object from the attack target in the sighting area.

[0049] In some embodiments, the aiming area has an automatic locking range. The shooting object locking module 406 may include: an attack target recognition module configured to identify the attack target in the aiming area; a shooting object determination module configured to determine the shooting object from the attack target within the automatic locking range; and a locking mark display module configured to display a locking mark for the shooting object to automatically lock the shooting object.

[0050] In some embodiments, the attack target includes multiple attack targets. The shooting target determination module can operate according to one or more of the following items: the distance between each of the multiple attack targets and the shooting tool; and the straight-line distance between each of the multiple attack targets in the plane where the graphical user interface is located and the geometric center of the aiming area.

[0051] In some embodiments, the aiming area display module may include an aiming area dynamic display module configured to dynamically display the aiming area in a graphical user interface by reducing the size of the aiming area when the aiming area appears for the first time due to being triggered.

[0052] In some embodiments, the size of the targeting area can be varied.

[0053] In some embodiments, the device 400 may also include a post-processing module, which is configured to: when shooting at the shooting target is stopped, re-determine a new shooting target within the automatic locking range or cancel the current locking state by hiding the locking mark according to one or more of the following items: the survival status of the shooting target after being shot; whether the shooting target is within the automatic locking range; the duration after the shooting target leaves the automatic locking range; the duration after stopping shooting at the shooting target; and whether there is a new shooting target within the automatic locking range.

[0054] In some embodiments, the device 400 may also include: an object part recognition module, configured to identify one or more object parts that can be shot for a shooting object; a desired part determination module, configured to determine a desired part that meets user needs based on one or more object parts; and a desired part locking module, configured to automatically lock the desired part by fine-tuning the viewing angle of the graphical user interface.

[0055] By adopting the device for controlling game interaction in any of the above embodiments, the flexibility of the user in the game operation process can be greatly improved. The automatic locking process implemented by the device in any of the above embodiments also reduces the probability of human error operation, thereby improving the user's game intelligence experience.

[0056] According to an embodiment of the present disclosure, the present disclosure also provides an electronic device, a readable storage medium and a computer program product.

[0057] Figure 5 A schematic block diagram of an example electronic device 500 that can be used to implement an embodiment of the present disclosure is shown. The example electronic device 500 can be used to implement Figure 1 101 in the computing device 102. The electronic device is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device may also represent various forms of mobile devices, such as personal digital processing, cellular phones, smart phones, wearable devices, and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely examples and are not intended to limit implementations of the present disclosure described and / or claimed herein.

[0058] like Figure 5 As shown, the device 500 includes a computing unit 501, which can perform various appropriate actions and processes according to a computer program stored in a read-only memory (ROM) 502 or a computer program loaded from a storage unit 508 into a random access memory (RAM) 503. In the RAM 503, various programs and data required for the operation of the device 500 can also be stored. The computing unit 501, the ROM 502, and the RAM 503 are connected to each other via a bus 504. An input / output (I / O) interface 505 is also connected to the bus 504.

[0059] A number of components in the device 500 are connected to the I / O interface 505, including: an input unit 506, such as a keyboard, a mouse, etc.; an output unit 507, such as various types of displays, speakers, etc.; a storage unit 508, such as a disk, an optical disk, etc.; and a communication unit 509, such as a network card, a modem, a wireless communication transceiver, etc. The communication unit 509 allows the device 500 to exchange information / data with other devices through a computer network such as the Internet and / or various telecommunication networks.

[0060] The computing unit 501 may be a variety of general and / or special processing components with processing and computing capabilities. Some examples of the computing unit 501 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various dedicated artificial intelligence (AI) computing chips, various computing units running machine learning model algorithms, digital signal processors (DSPs), and any appropriate processors, controllers, microcontrollers, etc. The computing unit 501 performs the various methods and processes described above, such as method 200 and method 300. For example, in some embodiments, method 200 and method 300 may be implemented as a computer software program, which is tangibly contained in a machine-readable medium, such as a storage unit 508. In some embodiments, part or all of the computer program may be loaded and / or installed on the device 500 via ROM 502 and / or communication unit 509. When the computer program is loaded into RAM 503 and executed by the computing unit 501, one or more steps of method 200 and method 300 described above may be performed. Alternatively, in other embodiments, the computing unit 501 may be configured to execute the method 200 and the method 300 in any other appropriate manner (eg, by means of firmware).

[0061] Various implementations of the systems and techniques described above herein can be implemented in digital electronic circuit systems, integrated circuit systems, field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chips (SOCs), load programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various implementations can include: being implemented in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which can be a special purpose or general purpose programmable processor that can receive data and instructions from a storage system, at least one input device, and at least one output device, and transmit data and instructions to the storage system, the at least one input device, and the at least one output device.

[0062] The program code for implementing the method of the present disclosure may be written in any combination of one or more programming languages. These program codes may be provided to a processor or controller of a general-purpose computer, a special-purpose computer, or other programmable data processing device, so that the program code, when executed by the processor or controller, enables the functions / operations specified in the flow chart and / or block diagram to be implemented. The program code may be executed entirely on the machine, partially on the machine, partially on the machine and partially on a remote machine as a stand-alone software package, or entirely on a remote machine or server.

[0063] In the context of the present disclosure, a machine-readable medium may be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, device, or equipment. A machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or equipment, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium may include an electrical connection based on one or more lines, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

[0064] To provide interaction with a user, the systems and techniques described herein can be implemented on a computer having: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user; and a keyboard and pointing device (e.g., a mouse or trackball) through which the user can provide input to the computer. Other types of devices can also be used to provide interaction with the user; for example, the feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including acoustic input, voice input, or tactile input).

[0065] The systems and techniques described herein may be implemented in a computing system that includes back-end components (e.g., as a data server), or a computing system that includes middleware components (e.g., an application server), or a computing system that includes front-end components (e.g., a user computer with a graphical user interface or a web browser through which a user can interact with implementations of the systems and techniques described herein), or a computing system that includes any combination of such back-end components, middleware components, or front-end components. The components of the system may be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include: a local area network (LAN), a wide area network (WAN), and the Internet.

[0066] A computer system may include a client and a server. The client and the server are generally remote from each other and usually interact through a communication network. The relationship of client and server is generated by computer programs running on respective computers and having a client-server relationship with each other. The server may be a cloud server, a server of a distributed system, or a server combined with a blockchain.

[0067] It should be understood that the various forms of processes shown above can be used to reorder, add or delete steps. For example, the steps recorded in this disclosure can be executed in parallel, sequentially or in different orders, as long as the desired results of the technical solutions disclosed in this disclosure can be achieved, and this document does not limit this.

[0068] The above specific implementations do not constitute a limitation on the protection scope of the present disclosure. It should be understood by those skilled in the art that various modifications, combinations, sub-combinations and substitutions can be made according to design requirements and other factors. Any modification, equivalent substitution and improvement made within the spirit and principle of the present disclosure shall be included in the protection scope of the present disclosure.

Claims

1. A method for controlling game interaction, comprising: In response to an operation of preparing to execute shooting at a plurality of attack targets, displaying a sighting area having an automatic locking range in a graphical user interface, wherein a size of the automatic locking range is determined based on the performance of the shooting tool; By adjusting the viewing angle of the graphical user interface, the aiming area is moved to a position in the graphical user interface containing the multiple attack targets, so that the multiple attack targets are within the automatic locking range; as well as Within the automatic locking range, according to the straight-line distance between each of the multiple attack targets in the plane where the graphical user interface is located and the geometric center of the aiming area, the shooting object is automatically locked from the multiple attack targets and a locking mark is displayed.

2. The method of claim 1 , wherein displaying the aiming area in the graphical user interface comprises: When the aiming area appears for the first time due to being triggered, the aiming area is dynamically displayed in the graphical user interface in a manner in which the size of the aiming area is reduced from large to small.

3. The method of claim 1, wherein a higher performance shooting tool corresponds to a larger size of the auto-lock range.

4. The method according to claim 1, further comprising: When the shooting at the shooting target is stopped, a new shooting target is re-determined within the automatic locking range or the current locking state is canceled by hiding the locking mark according to one or more of the following items: The survival status of the shooting object after being shot; Whether the shooting object is within the automatic locking range; The duration after the shooting object leaves the automatic locking range; the duration after stopping shooting at the shooting object; as well as Whether there is a new shooting target within the automatic locking range.

5. The method according to claim 1, further comprising: For the shooting object, identifying one or more object parts that can be shot; Based on the one or more object parts, determining a desired part that meets the user's needs; as well as The desired part is automatically locked by fine-tuning the viewing angle of the graphical user interface.

6. A device for controlling game interaction, comprising: a sighting area display module configured to display a sighting area having an automatic locking range in a graphical user interface in response to an operation of preparing to execute shooting at a plurality of attack targets, wherein a size of the automatic locking range is determined based on the performance of the shooting tool; a targeting area moving module, configured to move the targeting area to a position in the graphical user interface containing the multiple attack targets by adjusting the viewing angle of the graphical user interface, so that the multiple attack targets are within the automatic locking range; as well as The shooting target locking module is configured to automatically lock the shooting target from the multiple attack targets and display a locking mark within the automatic locking range according to the straight-line distance between each of the multiple attack targets in the plane where the graphical user interface is located and the geometric center of the aiming area.

7. The apparatus according to claim 6, wherein the aiming area display module comprises an aiming area dynamic display module, and the aiming area dynamic display module is configured to: When the aiming area appears for the first time due to being triggered, the aiming area is dynamically displayed in the graphical user interface in a manner in which the size of the aiming area is reduced from large to small.

8. The apparatus of claim 6, wherein a higher performance shooting tool corresponds to a larger size of the auto-locking scope.

9. The apparatus according to claim 6, further comprising a post-processing module configured to: When the shooting at the shooting target is stopped, a new shooting target is re-determined within the automatic locking range or the current locking state is canceled by hiding the locking mark according to one or more of the following items: The survival status of the shooting object after being shot; Whether the shooting object is within the automatic locking range; The duration after the shooting object leaves the automatic locking range; the duration after stopping shooting at the shooting object; as well as Whether there is a new shooting target within the automatic locking range.

10. The apparatus according to claim 6, further comprising: An object part identification module, configured to identify one or more object parts that can be shot at, with respect to the shooting object; a desired part determination module, configured to determine a desired part that meets user needs based on the one or more object parts; The desired part locking module is configured to automatically lock the desired part by fine-tuning the viewing angle of the graphical user interface.

11. An electronic device, comprising: at least one processor; as well as a memory communicatively connected to the at least one processor; wherein, The memory stores instructions that can be executed by the at least one processor, and the instructions are executed by the at least one processor to enable the at least one processor to perform the method according to any one of claims 1 to 5.

12. A non-transitory computer-readable storage medium storing computer instructions, wherein: The computer instructions are used to cause the computer to execute the method according to any one of claims 1-5.

13. A computer program product, comprising a computer program, which, when executed by a processor, implements the method according to any one of claims 1 to 5.

Citation Information

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