Auxiliary aiming method and device in game, readable storage medium and electronic equipment
By adjusting the crosshair direction and correcting its aiming method in shooting games, the aiming problem when the target virtual object moves or is obscured is solved, improving the user's gaming experience and shooting efficiency.
Patent Information
- Application Number
- CN202111181960.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-11
- Publication Date
- 2025-12-09
- Estimated Expiration
- 2041-10-11
AI Technical Summary
Existing aiming assistance methods in shooting games cannot correct for moving or obstructed virtual targets in a timely manner, resulting in a decline in the user's gaming experience.
The terminal device provides a graphical user interface, responds to user commands to adjust the crosshair direction, obtains the target virtual object's aimable area, determines the firing point within that area, corrects the crosshair direction based on position changes, and provides strong/weak correction methods to adapt to different firing levels.
It improves the aiming speed and efficiency of users in shooting games, enhancing the gaming experience, especially in handling situations where the target is obscured.
Smart Images

Figure CN113908530B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] Embodiments of the present disclosure relate to the technical field of games, in particular, to an auxiliary aiming method in a game, an auxiliary aiming device in a game, a readable storage medium and an electronic device. BACKGROUND
[0002] With the development of intelligent device terminals and computers, different theme games have appeared, and in some theme games, shooting operations of virtual objects are included. In order to improve the game experience of users in such games, the players are usually given some help when shooting.
[0003] In the prior art, in a shooting game, auxiliary aiming is opened and closed. When the user opens the auxiliary aiming and shoots by controlling the touch display screen, the target virtual object is first locked for the user, and a certain fixed part of the target virtual object is taken as a target shooting point. Then, in the process of the user trying to aim at the target shooting point of the target virtual object, the position of the correction reticle is controlled.
[0004] However, in the process of controlling the correction reticle, when the target virtual object moves or is hidden, the auxiliary aiming cannot timely correct the reticle of the user, which reduces the game experience of the user.
[0005] Therefore, it is necessary to provide a new auxiliary aiming method in a game.
[0006] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present application, and therefore can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY
[0007] The purpose of the present application is to provide an auxiliary aiming method in a game, an auxiliary aiming device in a game, a readable storage medium and an electronic device, thereby at least to some extent overcoming the problem of poor user game experience caused by the limitations and defects of the related art.
[0008] According to one aspect of the present disclosure, an auxiliary aiming method in a game is provided, a graphical user interface is provided by a terminal device, and the graphical user interface at least displays a game field of view picture determined based on a first virtual object and a reticle, wherein the reticle is used to indicate the aiming direction of the first virtual object in a game scene, and the method comprises:
[0009] In response to an adjustment instruction for the reticle, the aiming direction of the reticle in the game scene is controlled to be adjusted;
[0010] In response to an included angle between the aiming direction of the aiming point and a direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, an aimable region of the target virtual object is obtained, wherein the aimable region is a part of the target virtual object that is not occluded in the game view picture.
[0011] In response to control adjustment of the aiming direction of the aiming point in the game scene, a target shooting point in the aimable region is determined, and the aiming direction of the aiming point is controlled to be adjusted according to a relative position change between the aiming direction of the aiming point and the target shooting point.
[0012] In an example embodiment of the present disclosure, the step of determining the target shooting point in the aimable region in response to the control adjustment of the aiming direction of the aiming point in the game scene comprises:
[0013] In response to the control adjustment of the aiming direction of the aiming point in the game scene, a geometric center of the aimable region is obtained, and the geometric center is determined as the target shooting point.
[0014] In an example embodiment of the present disclosure, the step of controlling the aiming direction of the aiming point to be adjusted according to the relative position change between the aiming direction of the aiming point and the target shooting point comprises:
[0015] In response to the aiming direction of the aiming point being close to the target shooting point, the speed of the aiming direction of the aiming point close to the target shooting point is controlled to be increased;
[0016] In response to the aiming direction of the aiming point being away from the target shooting point, the speed of the aiming direction of the aiming point away from the target shooting point is controlled to be decreased;
[0017] In response to the aiming direction of the aiming point being relatively stationary relative to the target shooting point, the aiming direction of the aiming point is controlled to be uniformly close to the target shooting point, or the aiming direction of the aiming point is controlled not to be adjusted.
[0018] In an example embodiment of the present disclosure, the step of controlling the speed of the aiming direction of the aiming point close to the target shooting point to be increased or decreased comprises:
[0019] In response to the adjustment instruction for the aiming point, the response sensitivity of the terminal device is controlled to be increased or decreased when the aiming direction of the aiming point in the game scene is adjusted.
[0020] In an example embodiment of the present disclosure, the step of controlling the aiming direction of the aiming point to be adjusted according to the relative position change between the aiming direction of the aiming point and the target shooting point comprises:
[0021] when an included angle between the aiming direction of the aiming point and a direction of the target virtual object relative to the first virtual object is less than or equal to a first angle and greater than a second angle, the aiming direction of the aiming point is corrected in a first correction manner;
[0022] when the included angle between the aiming direction of the aiming point and the direction of the target virtual object relative to the first virtual object is less than or equal to the second angle, the aiming direction of the aiming point is corrected in a second correction manner.
[0023] wherein the preset angle ≥ the first angle > the second angle.
[0024] In an exemplary embodiment of the present disclosure, when the preset angle includes the first angle or the second angle, the step of controlling the aiming direction of the aiming point includes:
[0025] when the preset angle is the first angle, the aiming direction of the aiming point is corrected in the first correction manner;
[0026] when the preset angle is the second angle, the aiming direction of the aiming point is corrected in the second correction manner.
[0027] wherein the first angle > the second angle.
[0028] In an exemplary embodiment of the present disclosure, after the step of controlling the aiming direction of the aiming point, the method further includes:
[0029] in response to the target virtual object being completely blocked in the game view picture, starting timing;
[0030] when the timing reaches a target duration, ending the correction of the aiming direction of the aiming point.
[0031] In an exemplary embodiment of the present disclosure, after starting the timing, the method further includes:
[0032] when the timing does not reach the target duration and the target virtual object is not completely blocked in the game view picture, stopping the timing.
[0033] In an exemplary embodiment of the present disclosure, after the step of controlling the aiming direction of the aiming point, the method further includes:
[0034] in response to the target virtual object being completely blocked in the game view picture, ending the correction of the aiming direction of the aiming point.
[0035] In an exemplary embodiment of the present disclosure, during the step of controlling the aiming direction of the aiming point, the method further includes:
[0036] in response to a preset shooting instruction, ending the correction of the aiming direction of the aiming point, and controlling the first virtual object to shoot in the aiming direction.
[0037] In an exemplary embodiment of the present disclosure, the auxiliary aiming method in the game further comprises:
[0038] obtaining a correction mode selected by a user and an effective area corresponding to the correction mode;
[0039] The correction mode includes a strong correction mode, a weak correction mode, and a no correction mode, each correction mode corresponding to a different effective area, and each effective area corresponding to a different preset angle.
[0040] In an exemplary embodiment of the present disclosure, when the correction mode is the strong correction mode, the step of controlling the correction of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point comprises:
[0041] in response to the aiming direction of the aiming point being close to the target shooting point, increasing a first speed in a direction in which the aiming direction of the aiming point is close to the target shooting point, so as to increase the speed of the aiming direction of the aiming point close to the target shooting point;
[0042] in response to the aiming direction of the aiming point being away from the target shooting point, increasing a second speed in a direction opposite to the direction in which the aiming direction of the aiming point is away from the target shooting point, so as to control the speed of the aiming direction of the aiming point away from the target shooting point to decrease;
[0043] in response to the aiming direction of the aiming point being relatively stationary with the target shooting point, controlling the aiming direction of the aiming point to approach the target shooting point at a constant speed.
[0044] In an exemplary embodiment of the present disclosure, when the correction mode is the weak correction mode, the step of controlling the correction of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point comprises:
[0045] in response to the aiming direction of the aiming point being close to the target shooting point, increasing a third speed in a direction in which the aiming direction of the aiming point is close to the target shooting point, so as to increase the speed of the aiming direction of the aiming point close to the target shooting point;
[0046] in response to the aiming direction of the aiming point being away from the target shooting point, increasing a fourth speed in a direction opposite to the direction in which the aiming direction of the aiming point is away from the target shooting point, so as to control the speed of the aiming direction of the aiming point away from the target shooting point to decrease;
[0047] in response to the angle between the aiming direction of the aiming point and the direction of the target virtual object relative to the first virtual object being less than or equal to the preset angle, acquiring a targetable area of the target virtual object, wherein the targetable area is a part of the target virtual object that is not occluded in the game view picture.
[0048] wherein the first speed > the third speed, and the second speed > the fourth speed.
[0049] In an exemplary embodiment of the present disclosure, the method further comprises:
[0050] When the angle between the aiming direction of the aiming point and the direction of each virtual object relative to the first virtual object is less than or equal to the preset angle, respectively determining the angle between the aiming direction of the aiming point and the direction of each virtual object relative to the first virtual object, and determining the virtual object with the smallest angle as the target virtual object from the plurality of virtual objects.
[0051] According to an aspect of the present disclosure, an auxiliary aiming device in a game is provided, a graphical user interface is provided by a terminal device, and the graphical user interface at least displays a game view picture determined based on a first virtual object and an aiming point, wherein the aiming point is used to indicate the aiming direction of the first virtual object in a game scene, and the auxiliary aiming device comprises:
[0052] An adjustment instruction receiving module is configured to, in response to an adjustment instruction for the aiming point, control adjustment of the aiming direction of the aiming point in the game scene;
[0053] A targetable area acquiring module is configured to, in response to the angle between the aiming direction of the aiming point and the direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, acquire a targetable area of the target virtual object, wherein the targetable area is a part of the target virtual object that is not occluded in the game view picture;
[0054] An aiming direction correcting module is configured to, in response to control adjustment of the aiming direction of the aiming point in the game scene, determine a target shooting point in the targetable area, and control correction of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point.
[0055] According to an aspect of the present disclosure, a readable storage medium is provided, and the readable storage medium has a computer program stored thereon, wherein the computer program is executed by a processor to implement the auxiliary aiming method in a game according to any one of the exemplary embodiments.
[0056] According to an aspect of the present disclosure, an electronic device is provided, and the electronic device comprises:
[0057] a processor; and
[0058] a memory configured to store executable instructions of the processor.
[0059] The processor is configured to perform the auxiliary aiming method in the game via executing the executable instructions.
[0060] The auxiliary aiming method in the game provided by the embodiments of the present disclosure comprises the following steps: in response to an adjustment instruction for the aiming point, controlling adjustment of an aiming direction of the aiming point in a game scene; in response to an included angle between the aiming direction of the aiming point and a direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, acquiring a targetable area of the target virtual object, wherein the targetable area is a part of the target virtual object that is not blocked in the game field of view picture; in response to the control adjustment of the aiming direction of the aiming point in the game scene, determining a target shooting point in the targetable area, and controlling correction of the aiming direction of the aiming point according to a relative position change between the aiming direction of the aiming point and the target shooting point. On the one hand, in the process of aiming at the target virtual object by the aiming point, the aiming direction of the aiming point is corrected, so that the user's aiming at the target virtual object by the aiming point is more quick and convenient, and the user's game experience is improved. On the other hand, the targetable area of the target virtual object is determined in the correction process, the situation that the target virtual object is blocked in the game process is considered, the problem that the user cannot handle in time in the shooting process due to the target virtual object being blocked in the prior art is solved, and the shooting efficiency of the user is improved.
[0061] It should be understood that the general description above and the following detailed description are only exemplary and explanatory, and cannot limit the present application. BRIEF DESCRIPTION OF DRAWINGS
[0062] The drawings incorporated into the specification and forming a part thereof, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the application. It is clear that the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor on the basis of these drawings.
[0063] Figure 1 A flowchart of an auxiliary aiming method in a game according to an example embodiment of the present application is schematically shown.
[0064] Figure 2 A block diagram of an auxiliary aiming system in a game according to an example embodiment of the present application is schematically shown.
[0065] Figure 3 A schematic diagram of a graphical user interface of a terminal device according to an example embodiment of the present application is schematically shown.
[0066] Figure 4 A flowchart of a method of controlling the aiming direction of a reticle according to a change in the relative position between the aiming direction of the reticle and a target shooting point is schematically shown according to an example embodiment of the present application.
[0067] Figure 5 A flowchart of a method of controlling the aiming direction of a reticle according to a change in the relative position between the aiming direction of the reticle and a target shooting point is schematically shown according to an example embodiment of the present application.
[0068] Figure 6 A flowchart of a method of controlling the aiming direction of a reticle according to a change in the relative position between the aiming direction of the reticle and a target shooting point is schematically shown according to an example embodiment of the present application.
[0069] Figure 7 A flowchart of a method of controlling the aiming direction of a reticle according to a change in the relative position between the aiming direction of the reticle and a target shooting point is schematically shown according to an example embodiment of the present application.
[0070] Figure 8 A flowchart of a method of controlling the aiming direction of a reticle according to a change in the relative position between the aiming direction of the reticle and a target shooting point is schematically shown according to an example embodiment of the present application.
[0071] Figure 9 A flowchart of a method of controlling the aiming direction of a reticle according to a change in the relative position between the aiming direction of the reticle and a target shooting point is schematically shown according to an example embodiment of the present application.
[0072] Figure 10 A flowchart of a method of controlling the aiming direction of a reticle according to a change in the relative position between the aiming direction of the reticle and a target shooting point is schematically shown according to an example embodiment of the present application.
[0073] Figure 11 A block diagram of an auxiliary aiming device in a game is schematically shown according to an example embodiment of the present application.
[0074] Figure 12 An electronic device for implementing the above-mentioned auxiliary aiming method in a game is schematically shown according to an example embodiment of the present application. DETAILED DESCRIPTION
[0075] Example implementations will now be described more fully with reference to the accompanying drawings. Example implementations can be implemented in any
[0076] Moreover, the drawings are not necessarily drawn to scale. Like reference numerals can be used to denote like components throughout the specification. Some of the block components shown in the drawings can be functional blocks that implement a particular logical or electrical circuit function, and the actual implementation of the functional blocks can vary from implementation to implementation. Some of the components shown in the drawings can be software modules that are executed by a processor, and the software modules can be stored in a computer-readable storage medium such as a memory, a program memory, a compact disk, a Blu-ray disk, a DVD, a hard disk, a floppy disk, a tape, a flash memory, a memory card, a memory stick, or any other computer-readable storage medium. Some of the components shown in the drawings can be implemented in software and / or hardware.
[0077] In the current auxiliary aiming scheme of shooting games, a common auxiliary method is: after the user determines the target virtual object in the game, the target virtual object is locked; when the user controls the aiming reticle to aim at the target virtual object in the aiming process. However, the prior art still has the following problems: on the one hand, the logic of auxiliary aiming is relatively simple, and when the user's aiming reticle encounters special situations in the aiming process, for example, the target virtual object is blocked, it cannot be handled in time; on the other hand, users of different shooting levels have different needs for auxiliary aiming, but the prior art only has two schemes of opening and closing auxiliary aiming, which cannot meet the needs of users of different shooting levels.
[0078] Based on one or more of the above problems, the present example embodiment first provides an auxiliary aiming method in a game, which can run on a device terminal, which can include a desktop computer, a portable computer, a smart phone, a tablet computer, and the like. Of course, those skilled in the art can also run the method of the present application on other platforms according to the needs, which is not specially limited in the present example embodiment.
[0079] The auxiliary aiming method in the game in an embodiment of the present disclosure can run on a terminal device or a server; wherein the terminal device can be a local terminal device. When the auxiliary aiming method in the game runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises a server and a client device.
[0080] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud games as an example, the cloud games refer to a game mode based on cloud computing. In the running mode of the cloud games, the running subject of the game program and the presentation subject of the game picture are separated, and the storage and running of the auxiliary aiming method in the game are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with the data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the terminal device for information processing is the cloud game server in the cloud. When playing the game, the player operates the client device to send the operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, encodes and compresses the game picture and other data, returns the data to the client device through the network, and finally, the game picture is decoded and outputted through the client device.
[0081] In an optional embodiment, the terminal device can be a local terminal device. Taking the game as an example, the local terminal device stores the game program and is used for presenting the game picture. The local terminal device is used for interacting with the player through the graphical user interface, that is, the conventional game program is downloaded and installed through the electronic device and is run. The way of providing the graphical user interface to the player by the local terminal device can include various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal, or the graphical user interface can be provided to the player through holographic projection. For example, the local terminal device can include a display screen and a processor, the display screen is used for presenting the graphical user interface, the graphical user interface includes the game picture, and the processor is used for running the game, generating the graphical user interface and controlling the display of the graphical user interface on the display screen.
[0082] In a possible embodiment, the present disclosure provides an auxiliary aiming method in a game, which provides a graphical user interface through a device terminal. The device terminal can be a local terminal device or a client device in the cloud interaction system.
[0083] Figure 1 The flowchart of the auxiliary aiming method in the game is shown, referring to Figure 1 The auxiliary aiming method in the game can include the following steps:
[0084] Step S110. In response to an adjustment instruction for the aiming point, control adjustment of a pointing direction of the aiming point in the game scene.
[0085] Step S120. In response to an included angle between the pointing direction of the aiming point and a direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, obtain a targetable region of the target virtual object, wherein the targetable region is a part of the target virtual object that is not occluded in the game view picture.
[0086] Step S130. In response to the control adjustment of the pointing direction of the aiming point in the game scene, determine a target shooting point in the targetable region, and control correction of the pointing direction of the aiming point according to a relative position change between the pointing direction of the aiming point and the target shooting point.
[0087] The auxiliary aiming method in the game described above, in response to an adjustment instruction for the aiming point, controls adjustment of a pointing direction of the aiming point in the game scene; in response to an included angle between the pointing direction of the aiming point and a direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, obtains a targetable region of the target virtual object, wherein the targetable region is a part of the target virtual object that is not occluded in the game view picture; in response to the control adjustment of the pointing direction of the aiming point in the game scene, determines a target shooting point in the targetable region, and controls correction of the pointing direction of the aiming point according to a relative position change between the pointing direction of the aiming point and the target shooting point. On the one hand, in the process of aiming at the target virtual object by the aiming point, the pointing direction of the aiming point is corrected, so that the user's aiming at the target virtual object by the aiming point is more quick and convenient, and the user's game experience is improved. On the other hand, the targetable region of the target virtual object is determined in the correction process, the situation that the target virtual object is occluded in the game process is considered, the problem that the user cannot handle in time in the shooting process due to the occlusion of the target virtual object in the prior art is solved, and the shooting efficiency of the user is improved.
[0088] Hereinafter, each step involved in the auxiliary aiming method in the game of the example embodiment of the present disclosure is explained and described in detail.
[0089] First, the application scenario and the purpose of the present disclosure are explained and described. Specifically, the example embodiment of the present disclosure can be applied to a game containing shooting, and mainly studies how to improve the game experience of the user in the shooting game.
[0090] In this disclosure, based on the received user's crosshair adjustment command, the aiming direction of the crosshair in the game scene is controlled and adjusted according to the crosshair adjustment command. On the one hand, when the angle between the aiming direction of the crosshair and the direction of the target virtual object relative to the first virtual object is less than or equal to a preset angle, the aimable area of the target virtual object and the target shooting point in the aimable area are obtained. This solves the problem in the prior art where, when the user encounters the target virtual object being obstructed during shooting, the auxiliary aiming fixes the target shooting point of the target virtual object on the surface of the cover, thus causing the user to shoot at the wall or obstacle. On the other hand, during the process of adjusting the crosshair aiming direction, the aiming direction of the crosshair is corrected, improving the user's gaming experience.
[0091] Secondly, the game-related aiming assistance system involved in the example embodiments of this disclosure will be explained and described. (Reference) Figure 2 As shown, the aiming assistance system in this game may include an effective area division module 210, a target firing point calculation module 220, a user operation detection module 230, and an aiming assistance module 240. The effective area division module 210 is used to limit the maximum assistance range of the correction, including receiving the correction type selected by the user, determining the effective area of the user's correction based on the selected correction type and the preset correction angle in the game, i.e., determining the maximum assistance range of the user's correction. The target firing point calculation module 220 is network-connected to the effective area division module 210, used to acquire the target virtual object and determine the occlusion status of the target virtual object, and determine the target firing point of the target virtual object based on the occlusion status. The user operation detection module 230 is network-connected to the effective area division module 210, used to acquire the user's operation on the first virtual object via the touch screen during the correction process, and send the operation to the aiming assistance module 240. The operation of the display screen on the first virtual object may include: moving the crosshair of the first virtual object closer to the target firing point of the target virtual object, moving the crosshair of the first virtual object away from the target firing point of the target virtual object, the user triggering the interaction between the first virtual object and the target virtual object through the touch display screen, and the user moving the crosshair of the first virtual object when the first virtual object interacts with the target virtual object; the auxiliary aiming module 240, which is network connected to the target firing point calculation module 220 and the user operation detection module 230, is used to determine the correction method of the crosshair of the first virtual object according to the received user operation on the first virtual object and the target firing point of the target virtual object, and aim the crosshair of the first virtual object at the target firing point of the target virtual object according to the correction method of the crosshair.
[0092] The following will combine Figure 2 Steps S110-S130 are explained and described in detail.
[0093] In step S110, in response to an adjustment instruction for the aiming point, the aiming direction of the aiming point in the game scene is controlled to be adjusted.
[0094] When the user plays the game on the terminal device, first, a graphical user interface is displayed on the terminal device, which can include a game scene corresponding to the game, a game view picture determined based on a first virtual object, and an aiming point; the first virtual object is a virtual object controlled by the user through the terminal device, and the aiming point is used to indicate the aiming direction of the first virtual object in the game scene.
[0095] In the example embodiment, the user can adjust the aiming point determined based on the first virtual object through the touch display screen of the terminal device, and when receiving an adjustment instruction of the aiming point from the user, the aiming direction of the aiming point in the game scene is controlled to be adjusted.
[0096] For example, referring to FIG. 3, Figure 3 The game is executed on the terminal device, and a graphical user interface 300 is rendered on the touch display screen of the terminal device. The graphical user interface 300 presents at least a game scene 310, an aiming point 320 determined based on a first virtual object, a target virtual object 330, and a aiming control area 340; the aiming point 320 determined based on the first virtual object and the target virtual object 330 are both in the game scene, the first virtual object is a virtual object controlled by the user through the terminal device, the target virtual object 330 is a shooting target, the aiming point 320 determined based on the first virtual object is used to determine whether to aim at a target shooting point of the target virtual object 330; the aiming control area 340 is configured to control the aiming direction of the aiming point 320 determined based on the first virtual object according to a detected touch operation of the user on the aiming control area 340. Specifically, the aiming control area 340 can be a region with visual indication effect, or a region without visual indication effect; the aiming control area 340 can display an operation area such as a virtual joystick or a direction control virtual key; the aiming control area 340 can be located on the left side of the graphical user interface 300, or on the right side; the aiming control area 340 is not limited in the example embodiment. When the user enters the game, the user can adjust the aiming direction of the aiming point 320 determined based on the first virtual object through the aiming control area 340 to aim at the target shooting point of the target virtual object 330.
[0097] In step S120, in response to an included angle between the aiming direction of the aiming point and a direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, an aimable region of the target virtual object is obtained, wherein the aimable region is a part of the target virtual object that is not occluded in the game view picture.
[0098] In the example embodiment, the preset angle is an angle variation range, used to limit an effective region of the auxiliary aiming; when 0 degrees is the center line, the preset angle can be [-60°, 60°], or [-45°, 45°], and the preset angle is not limited in the example embodiment; the aimable region of the target virtual object is a part of the target virtual object that is not occluded in the game view picture. Specifically, when the included angle between the straight line where the aiming direction of the aiming point is located and the straight line where the direction of the target virtual object relative to the first virtual object is located is less than or equal to the preset angle, that is, the target virtual object is located in the effective region of the auxiliary aiming of the first virtual object, the part of the target virtual object that is not occluded in the game view picture can be obtained, wherein the occlusion of the target virtual object in the game view picture can be that the target virtual object is not occluded, or that the target virtual object is partially occluded, or that the target virtual object is fully occluded, and the occlusion of the target virtual object in the game view picture is not limited in the example embodiment.
[0099] In the example embodiment, by setting the preset angle, the problem that users with different shooting levels are disturbed by unnecessary auxiliary aiming in the related art is solved, and the game experience of users with different shooting levels is improved.
[0100] In step S130, in response to the control adjustment of the aiming direction of the aiming point in the game scene, a target shooting point is determined in the aimable region, and the aiming direction of the aiming point is controlled to be corrected according to a relative position change between the aiming direction of the aiming point and the target shooting point.
[0101] In the example embodiment, in response to the control adjustment of the aiming direction of the aiming point in the game scene, the step of determining the target shooting point in the aimable region can include:
[0102] In response to the control adjustment of the aiming direction of the aiming point in the game scene, a geometric center of the aimable region is obtained, and the geometric center is determined as the target shooting point.
[0103] Specifically, when the user adjusts the aiming direction of the crosshair in the game scene through the touch display screen, first, the target virtual object's targetable region needs to be determined, and a target shooting point in the target virtual object's targetable region needs to be determined. When the target virtual object is not occluded in the game view determined by the first virtual object, the targetable region is the whole target virtual object, and the target shooting point is the center of the whole target virtual object, for example, the chest and abdomen of the target virtual object. When the target virtual object is partially occluded in the game view, the targetable region is the part of the target virtual object that is not occluded, and the target shooting point is the three-dimensional center point of the part that is not occluded, for example, when the head of the target virtual object is not occluded, the target shooting point is the nose of the target virtual object.
[0104] In the example embodiment, referring to Figure 4 According to the relative position change between the aiming direction of the crosshair and the target shooting point, the step of controlling the aiming direction of the crosshair can include steps S410-S430:
[0105] Step S410. In response to the aiming direction of the crosshair approaching the target shooting point, the speed of the aiming direction of the crosshair approaching the target shooting point is increased.
[0106] Step S420. In response to the aiming direction of the crosshair moving away from the target shooting point, the speed of the aiming direction of the crosshair moving away from the target shooting point is decreased.
[0107] Step S430. In response to the aiming direction of the crosshair being relatively stationary with respect to the target shooting point, the aiming direction of the crosshair is controlled to approach the target shooting point at a constant speed, or the aiming direction of the crosshair is not controlled.
[0108] In the following, steps S410-S430 will be explained and described. Specifically, in the process of assisting the crosshair determined based on the first virtual object, when it is responded that the aiming direction of the crosshair determined based on the first virtual object approaches the target shooting point of the target virtual object, the speed of the aiming direction of the crosshair approaching the target shooting point is increased; when the aiming direction of the crosshair determined based on the first virtual object moves away from the target shooting point of the target virtual object, the speed of the aiming direction of the crosshair moving away from the target shooting point is decreased; and when the aiming direction of the crosshair determined based on the first virtual object is relatively stationary with respect to the target shooting point of the target virtual object, the aiming direction of the crosshair is controlled to move toward the target shooting point of the target virtual object at a constant speed, or the aiming direction of the crosshair determined based on the first virtual object is not controlled.
[0109] For example, when the user adjusts the aiming direction of the crosshair determined based on the first virtual object through the touch display screen, causing the aiming direction of the crosshair to approach the target shooting point of the target virtual object, the assisted aiming needs to increase the speed of the crosshair approaching the target shooting point, to help the user more easily and conveniently aim at the target virtual object; when the user adjusts the aiming direction of the crosshair determined based on the first virtual object through the touch display screen, causing the aiming direction of the crosshair to move away from the target shooting point of the target virtual object, the assisted aiming needs to reduce the speed of the crosshair moving away from the target shooting point, to correct the aiming direction of the crosshair determined based on the first virtual object, to prevent the aiming direction of the crosshair from moving away from the target virtual object, so that the crosshair aims at the target virtual object as soon as possible; when the crosshair determined based on the first virtual object keeps relatively static with the target virtual object, according to the pre-setting of the user for the first virtual object, the crosshair is controlled to move at a constant speed to the target shooting point or the aiming direction of the crosshair is not corrected, wherein the pre-setting of the user for the first virtual object can be a pre-set setting of the user for the correction mode of the crosshair determined based on the first virtual object, and the correction mode of the crosshair can be a strong correction mode or a weak correction mode, and the correction mode of the crosshair determined based on the first virtual object is not limited in the example embodiment. When the shooting level of the user in the game is high, the correction mode of the crosshair can be pre-set as a weak correction mode, when the correction mode is a weak correction mode and the crosshair determined based on the first virtual object keeps relatively static with the target virtual object, the aiming direction of the crosshair can not be corrected, and when the correction mode is a strong correction mode and the crosshair keeps relatively static with the target virtual object, the crosshair can be controlled to move at a constant speed to the target shooting point of the target virtual object, thereby achieving the assisted aiming for users with different shooting levels and improving the game experience of the user.
[0110] Further, in the example embodiment, the step of controlling the increase or decrease of the speed of the aiming direction of the crosshair approaching the target shooting point comprises:
[0111] When the terminal device adjusts the aiming direction of the crosshair in the game scene in response to the adjustment instruction for the crosshair, the response sensitivity of the terminal device is increased or decreased.
[0112] Specifically, when the user adjusts the aiming direction of the crosshair through the touch display screen, the assisted aiming of the crosshair is essentially to control the response sensitivity between the adjustment operation of the user for the crosshair determined based on the first virtual object and the lens rotation, when the aiming direction of the crosshair is controlled to accelerate to approach the target shooting point, the response sensitivity of the terminal device is actually increased, so that the crosshair approaches faster; when the aiming direction of the crosshair is controlled to move away from the target shooting point, the response sensitivity of the terminal device is actually decreased, so that the deviation of the crosshair is slower.
[0113] In the example embodiment, referring to Figure 5 According to the relative position change between the aiming direction of the foresight and the target shooting point, the step of controlling the aiming direction of the foresight can include steps S510 and S520:
[0114] Step S510. When the included angle between the aiming direction of the foresight and the direction of the target virtual object relative to the first virtual object is less than or equal to the first angle and greater than the second angle, the aiming direction of the foresight is corrected in a first correction mode;
[0115] Step S520. When the included angle between the aiming direction of the foresight and the direction of the target virtual object relative to the first virtual object is less than or equal to the second angle, the aiming direction of the foresight is corrected in a second correction mode;
[0116] Wherein, the preset angle ≥ the first angle > the second angle.
[0117] In the following, steps S510 and S520 will be explained and described. Specifically, when the user pre-sets the first virtual object to turn on the auxiliary aiming, the auxiliary aiming includes two correction modes: a strong correction mode and a weak correction mode, the effective range of the strong correction mode can be the first angle, and the effective range of the weak correction mode can be the second angle, wherein the first angle is greater than the second angle, and when determining the correction mode of the foresight, the correction mode of the foresight can be determined according to the included angle between the aiming direction of the foresight and the direction of the target virtual object relative to the first virtual object; when the included angle between the aiming direction of the foresight and the direction of the target virtual object relative to the first virtual object is less than or equal to the first angle and greater than the second angle, the aiming direction of the foresight is corrected by the first correction mode, wherein the first correction mode can be the strong correction mode. When the included angle between the aiming direction of the foresight and the direction of the target virtual object relative to the first virtual object is less than or equal to the second angle, the aiming direction of the foresight is corrected by the second correction mode, wherein the second correction mode can be the weak correction mode. That is, when the auxiliary aiming is turned on, there are at least two effective ranges, and the correction mode of the foresight of the first virtual object can be determined according to the included angle between the straight line where the aiming direction of the foresight is located and the straight line where the direction of the target virtual object relative to the first virtual object is located. Wherein, the range of the first angle can be [-60°, 60°], or [-30°, 30°], and the angle range of the first angle and the second angle is not limited in the example embodiment.
[0118] In the example embodiment, referring to Figure 6As shown, when the preset angle includes a first angle or a second angle; the step of controlling the correction of the aiming direction of the aiming point can include step S610 and step S620:
[0119] Step S610. When the preset angle is the first angle, the aiming direction of the aiming point is corrected in a first correction mode;
[0120] Step S620. When the preset angle is the second angle, the aiming direction of the aiming point is corrected in a second correction mode;
[0121] Wherein, the first angle > the second angle.
[0122] In the following, step S610 and step S620 will be explained and described. Specifically, when assisting aiming based on the first virtual object is determined for the aiming point, in addition to Figure 5 As shown, in addition to determining the correction mode of the aiming point, the assisting aiming of the first virtual object can also be set: turning on the assisting aiming and turning off the assisting aiming, when the assisting aiming of the first virtual object is set to turn on the assisting aiming, there are two assisting aiming modes: strong assisting aiming and weak assisting aiming, i.e. strong correction mode and weak correction mode, when the strong assisting aiming is selected, the first virtual object has an effective range corresponding to the strong correction mode; when the weak assisting aiming is selected, the first virtual object has an effective range corresponding to the weak correction mode. When the selected assisting aiming mode is the strong assisting aiming, the preset angle can be the first angle corresponding to the strong correction mode; when the selected assisting aiming mode is the weak assisting aiming, the preset angle can be the second angle corresponding to the weak correction mode, wherein the first angle is greater than the second angle, the range of the first angle can be [-60°, 60°], or [-45°, 45°], the angle range of the first angle and the second angle is not limited in the present example embodiment.
[0123] In the present example embodiment, as shown Figure 7 As shown, after the aiming direction of the aiming point is controlled to be corrected, the assisting aiming mode in the game further includes step S710 and step S720:
[0124] Step S710. In response to the target virtual object being completely blocked in the game view picture, starting timing;
[0125] Step S720. When the timing reaches the target time length, ending the correction of the aiming direction of the aiming point.
[0126] Hereinafter, the step S710 and the step S720 will be explained and described. Specifically, when the correction mode of the aiming direction of the aiming star is the strong correction mode, after the aiming direction of the aiming star is corrected, when the target virtual object is completely blocked in the game view of the first virtual object, the timing can be started, when the timing duration reaches the target duration, the correction of the aiming direction of the aiming star is ended. The target duration can be 10 seconds or 15 seconds, and the target duration is not limited in the example embodiment.
[0127] Further, after the timing is started, the method further comprises:
[0128] When the timing does not reach the target duration and the target virtual object is not completely blocked in the game view picture, the timing is stopped.
[0129] Specifically, when the timing does not reach the target duration and the target virtual object is not completely blocked in the game view determined based on the first virtual object, the timing is stopped.
[0130] For example, when the first virtual object shoots at the target virtual object in the mountains, when the target virtual object is completely blocked by the mountains, and the correction mode is the strong correction mode, because of the ups and downs of the mountains, the timing can be started, and the correction of the aiming star based on the first virtual object is closed based on the target duration. When the target duration is 15 seconds, that is, when the target virtual object is completely blocked, if the target virtual object is still completely blocked within 15 seconds, the correction of the aiming star based on the first virtual object is closed.
[0131] Further, after the step of controlling the correction of the aiming direction of the aiming star, the method further comprises:
[0132] In response to the target virtual object being completely blocked in the game view picture, the correction of the aiming direction of the aiming star is ended.
[0133] Specifically, when the correction mode of the aiming direction of the aiming star is the strong correction mode, after the target virtual object is completely blocked, the correction of the aiming direction of the aiming star is ended.
[0134] For example, after the aiming star is corrected, the target virtual object is completely blocked by the cover, at this time, the timing can be started, and the timing duration can be 15 seconds, when the target virtual object is still completely blocked within 15 seconds, the correction of the aiming direction of the aiming star is ended; if the target virtual object is only blocked from the waist down at the 10th second, at this time, the timing is stopped, and the correction of the aiming direction of the aiming star is continued. The cover blocking the virtual target can be a wall or a mountain, and the cover blocking the virtual target is not limited in the example embodiment.
[0135] When the target virtual object is completely blocked in the game view picture, the correction of the aiming direction of the aiming dot is ended, the problem that the aiming part of the virtual target is fixed on the cover surface after the virtual target is blocked in the prior art is solved, and the shooting feeling of the user is improved.
[0136] In the example embodiment, in the process of controlling the correction of the aiming direction of the aiming dot, the method further includes:
[0137] In response to a preset shooting instruction, the correction of the aiming direction of the aiming dot is ended, and the first virtual object is controlled to shoot in the aiming direction.
[0138] Specifically, when the first virtual object aims at the target virtual object for shooting, the correction of the aiming direction of the aiming dot is ended, and the first virtual object is controlled to shoot in the aiming direction. For example, after the target shooting point of the target virtual object aimed at by the aiming dot of the first virtual object is determined, the shooting can be performed through the aiming direction of the aiming dot. When shooting, the correction of the aiming direction of the aiming dot is ended, the initiative of the user in shooting in the game is retained, the logic of the game is more real, and the shooting experience of the user is improved.
[0139] In another embodiment of the present disclosure, the auxiliary aiming method in the game further includes:
[0140] Obtaining a correction mode selected by the user and an effective area corresponding to the correction mode;
[0141] The correction mode includes a strong correction mode, a weak correction mode, and a no correction mode, each correction mode corresponds to a different effective area, and each effective area corresponds to a different preset angle.
[0142] Specifically, in the example embodiment of the present disclosure, three optional auxiliary aiming modes can be provided for the user, i.e., three correction modes: a strong correction mode, a weak correction mode, and a no correction mode, each correction mode has a corresponding preset angle. When the user plays the game, the user can select different correction modes, and the effective area of the auxiliary aiming of the first virtual object corresponding to the correction mode selected by the user can be determined according to the correction mode selected by the user, wherein the effective area is a sector area formed by the preset angle corresponding to the correction mode selected by the user. In the example embodiment, a user with high shooting level can select the weak correction mode or the no correction mode, and a user with low shooting level can select the strong correction mode, thereby improving the game experience of users with different shooting levels when shooting.
[0143] By providing multiple correction modes, the user can select different correction modes according to needs, and the effective area of the correction for users with different shooting levels is different, solving the problem that the user is disturbed by unnecessary correction in the prior art.
[0144] In an exemplary embodiment of the present disclosure, referring to Figure 8 When the correction mode is a strong correction mode, the step of controlling the aiming direction of the foresight to approach the target shooting point according to the change of the relative position between the aiming direction of the foresight and the target shooting point can include steps S810-S830 as shown in the figure:
[0145] Step S810. In response to the aiming direction of the foresight approaching the target shooting point, the aiming direction of the foresight is increased in the direction of approaching the target shooting point at a first speed to increase the speed of the aiming direction of the foresight approaching the target shooting point;
[0146] Step S820. In response to the aiming direction of the foresight moving away from the target shooting point, the aiming direction of the foresight is increased in the direction opposite to moving away from the target shooting point at a second speed to control the speed of the aiming direction of the foresight moving away from the target shooting point;
[0147] Step S830. In response to the aiming direction of the foresight being relatively stationary with the target shooting point, the aiming direction of the foresight is controlled to approach the target shooting point at a constant speed.
[0148] The following will explain and illustrate steps S810-S830. Specifically, when the user selects the strong correction mode of the aiming star and adjusts the aiming direction of the aiming star through the touch display screen so that the aiming direction of the aiming star is close to the target shooting point of the target virtual object, the first speed can be added in the direction in which the aiming direction of the aiming star is close to the target shooting point of the target virtual object, so that the aiming star is closer to the target shooting point of the target virtual object at a faster speed; when the current moving speed of the aiming direction of the aiming star is 1 m / s, the first speed can be 0.5 m / s or 1 m / s. In the present example embodiment, the added first speed is not specifically limited. After the first speed is added, the speed of the aiming direction of the aiming star away from the target shooting point can be 1.5 m / s or 2 m / s. When the user adjusts the aiming direction through the touch display screen so that the aiming direction of the aiming star is away from the target shooting point of the target virtual object, the second speed can be added in the direction opposite to the direction in which the aiming direction of the aiming star is away from the target shooting point, so as to control the speed of the aiming direction of the aiming star away from the target shooting point; when the aiming direction of the aiming star is away from the target shooting point at a speed of 3 m / s, the second speed added in the direction opposite to the direction in which the aiming direction of the aiming star is away from the target shooting point can be -1 m / s or -2 m / s. In the present example embodiment, the added second speed is not specifically limited. After the second speed is added, the speed of the aiming direction of the aiming star away from the target shooting point can be reduced to 2 m / s or 1 m / s. When the aiming direction of the aiming star is relatively stationary with the target shooting point of the target virtual object, the aiming direction of the aiming star can be controlled to approach the target shooting point at a constant speed. The moving speed of the aiming direction of the aiming star when approaching at a constant speed can be 1 m / s or 2 m / s. In the present example embodiment, the constant speed is not specifically limited.
[0149] In an example embodiment of the present disclosure, referring to FIG. 9, Figure 9 When the correction mode is the weak correction mode, the step of controlling the aiming direction of the aiming star according to the relative position change between the aiming direction of the aiming star and the target shooting point can include steps S910-S930.
[0150] Step S910. In response to the aiming direction of the aiming star being close to the target shooting point, a third speed is added in the direction in which the aiming direction of the aiming star is close to the target shooting point, so as to increase the speed of the aiming direction of the aiming star close to the target shooting point.
[0151] Step S920. In response to the aiming direction of the aiming star being away from the target shooting point, a fourth speed is added in the direction opposite to the direction in which the aiming direction of the aiming star is away from the target shooting point, so as to control the speed of the aiming direction of the aiming star away from the target shooting point.
[0152] Step S930. In response to the aiming direction of the aiming point being relatively stationary with the target shooting point, controlling not to correct the aiming direction of the aiming point.
[0153] wherein the first speed > third speed, and the second speed > fourth speed.
[0154] Hereinafter, the steps S910-S930 will be explained and described. Specifically, when the user selects the weak correction mode, and the user adjusts the aiming direction of the aiming point through the touch display screen to make the aiming direction of the aiming point close to the target shooting point of the target virtual object, the third speed can be added in the direction in which the aiming direction of the aiming point is close to the target shooting point of the target virtual object, so that the aiming point is closer to the target shooting point of the target virtual object at a faster speed. The third speed is less than the first speed, and when the current moving speed of the aiming direction of the aiming point is 1 m / s, the third speed can be 0.5 m / s or 1 m / s. In the present example embodiment, the added third speed is not specifically limited. After the third speed is added, the speed of the aiming direction of the aiming point close to the target shooting point can be 1.5 m / s or 2 m / s. When the aiming direction of the aiming point is away from the target shooting point of the target virtual object, the fourth speed can be added in the direction opposite to the direction in which the aiming direction of the aiming point is away from the target shooting point, so as to control the speed of the aiming direction of the aiming point away from the target shooting point. The fourth speed is less than the second speed, and when the aiming direction of the aiming point is away from the target shooting point at a speed of 3 m / s, the fourth speed added in the direction opposite to the direction in which the aiming direction of the aiming point is away from the target shooting point of the target virtual object can be -1 m / s or -2 m / s. In the present example embodiment, the added fourth speed is not specifically limited. After the second speed is added, the speed of the aiming direction of the aiming point away from the target shooting point can be reduced to 2 m / s or 1 m / s. Further, when the distance between the aiming direction of the aiming point and the target shooting point of the target virtual object is greater than a preset threshold, the fourth speed can be controlled to be 0 m / s. When the aiming direction of the aiming point is relatively stationary with the target shooting point of the target virtual object, the aiming direction of the aiming point is not corrected.
[0155] In addition, in the example embodiment of the present disclosure, when a plurality of virtual objects are included in the game scene, determining the target virtual object corresponding to the first virtual object can include:
[0156] When the included angle between the direction of each virtual object relative to the first virtual object and the aiming direction of the aiming point is less than or equal to the preset angle, the included angle between the direction of each virtual object relative to the first virtual object and the aiming direction of the aiming point is determined respectively, and the virtual object with the smallest included angle is determined as the target virtual object from the plurality of virtual objects.
[0157] Specifically, when the included angles between the directions of the plurality of virtual objects relative to the first virtual object and the aiming direction of the crosshair are less than or equal to the preset angle, that is, when the preset range of the first virtual object includes the plurality of virtual objects, first, the included angle between the direction of each virtual object relative to the first virtual object and the aiming direction of the crosshair is determined, and the virtual object with the smallest included angle is determined as the target virtual object.
[0158] The auxiliary aiming method in the game provided by the example embodiments of the present disclosure has at least the following advantages: on the one hand, the division of the effective area of the correction of the first virtual object limits the maximum correction range of the correction, solving the problem that the user is disturbed by unnecessary correction in the prior art; on the other hand, the situation that the target virtual object is blocked in the game view is considered, and the target shooting point of the target virtual object is determined according to the situation that the target virtual object is blocked in the game view, improving the shooting feeling of the user after the target virtual object is blocked, solving the problem that the crosshair is fixed on the surface of the cover, and then the user always shoots at the cover in the prior art; on the other hand, when the crosshair is corrected, the operation of the user on the crosshair of the first virtual object is obtained, and the crosshair of the first virtual object is controlled according to the operation of the user and the correction mode of the first virtual object selected by the user, improving the game experience of users with different shooting levels.
[0159] In the following, the auxiliary aiming method in the game of the example embodiments of the present disclosure will be explained and described in combination with Figure 10 The auxiliary aiming method in the game of the example embodiments of the present disclosure will be further explained and described. The auxiliary aiming method in the game can include:
[0160] Step S1002. Obtain the correction mode of the crosshair determined based on the first virtual object selected by the user, and determine the effective area of the correction according to the correction mode;
[0161] Step S1004. Determine the target virtual object corresponding to the first virtual object in the effective area;
[0162] Step S1006. Obtain the operation of the user based on the touch display screen;
[0163] Step S1008. When the operation of the user causes the aiming direction of the crosshair to be close to the target shooting point of the target virtual object, determine the aiming direction of the crosshair according to the correction mode of the first virtual object;
[0164] Step S1010. When the correction mode is a strong correction mode, increase the first speed in the direction in which the aiming direction of the crosshair is close to the target shooting point;
[0165] Step S1012. When the correction mode is the weak correction mode, a third speed is added to the aiming direction of the aiming point in a direction close to the target shooting point; wherein the first speed > the third speed.
[0166] Step S1014. When the user's operation makes the aiming direction of the aiming point away from the target shooting point of the target virtual object, the aiming direction of the aiming point is determined according to the correction mode of the first virtual object;
[0167] Step S1016. When the correction mode is the strong correction mode, a second speed is added to the aiming direction of the aiming point in a direction away from the target shooting point;
[0168] Step S1018. When the correction mode is the weak correction mode, a fourth speed is added to the aiming direction of the aiming point in a direction away from the target shooting point; wherein the second speed > the fourth speed.
[0169] Step S1020. When the user's operation makes the aiming direction of the aiming point relatively stationary with the target shooting point of the target virtual object, and the correction mode is the strong correction mode, the aiming direction of the aiming point is controlled to approach the target shooting point at a constant speed, and the correction mode is the weak correction mode, the aiming direction of the aiming point is not corrected;
[0170] Step S1022. When the operation is the user's trigger shooting operation on the target virtual object, the correction of the aiming direction of the aiming point is turned off;
[0171] Step S1024. In the correction process, when the target virtual object is partially blocked, a three-dimensional center point of the unblocked part of the target virtual object is obtained, and the aiming point is aimed at the three-dimensional center point of the unblocked part;
[0172] Step S1026. When the target virtual object is completely blocked and the correction mode is the weak correction mode, the correction of the aiming point is turned off;
[0173] Step S1028. When the target virtual object is completely blocked and the correction mode is the strong correction mode, the correction of the aiming point is turned off based on a preset target time length.
[0174] The example embodiments of the present disclosure also provide an auxiliary aiming device in a game, as shown in Figure 11 The auxiliary aiming device can include an adjustment instruction receiving module 1110, an aimable area obtaining module 1120, and an aiming direction correction module 1130. Wherein:
[0175] The adjustment instruction receiving module 1110 is configured to control the adjustment of the aiming direction of the aiming point in the game scene in response to the adjustment instruction for the aiming point;
[0176] The targetable region acquisition module 1120 is configured to acquire a targetable region of a target virtual object in response to an included angle between a pointing direction of the aiming point and a direction of the target virtual object relative to the first virtual object being less than or equal to a preset angle, wherein the targetable region is a part of the target virtual object that is not occluded in the game view picture.
[0177] The pointing direction correction module 1130 is configured to determine a target shooting point in the targetable region in response to a control adjustment of the pointing direction of the aiming point in the game scene, and control correction of the pointing direction of the aiming point according to a relative position change between the pointing direction of the aiming point and the target shooting point.
[0178] The specific details of the modules in the auxiliary aiming device in the game have been described in detail in the corresponding auxiliary aiming method in the game, and thus will not be described here.
[0179] In an example embodiment of the present disclosure, the step of determining a target shooting point in the targetable region in response to a control adjustment of the pointing direction of the aiming point in the game scene comprises:
[0180] In response to the control adjustment of the pointing direction of the aiming point in the game scene, a geometric center of the targetable region is acquired, and the geometric center is determined as the target shooting point.
[0181] In an example embodiment of the present disclosure, the step of controlling correction of the pointing direction of the aiming point according to a relative position change between the pointing direction of the aiming point and the target shooting point comprises:
[0182] In response to the pointing direction of the aiming point being close to the target shooting point, the speed of the pointing direction of the aiming point being close to the target shooting point is controlled to be increased;
[0183] In response to the pointing direction of the aiming point being away from the target shooting point, the speed of the pointing direction of the aiming point being away from the target shooting point is controlled to be decreased;
[0184] In response to the pointing direction of the aiming point being relatively stationary with the target shooting point, the pointing direction of the aiming point is controlled to be close to the target shooting point at a constant speed, or the pointing direction of the aiming point is controlled not to be corrected.
[0185] In an example embodiment of the present disclosure, the step of controlling the speed of the pointing direction of the aiming point being close to the target shooting point to be increased or decreased comprises:
[0186] In response to the adjustment instruction for the aiming point, the response sensitivity of the terminal device is increased or decreased when controlling the adjustment of the aiming direction of the aiming point in the game scene.
[0187] In an example embodiment of the present disclosure, the step of controlling the adjustment of the aiming direction of the aiming point according to the change of the relative position between the aiming direction of the aiming point and the target shooting point includes:
[0188] When the included angle between the aiming direction of the aiming point and the direction of the target virtual object relative to the first virtual object is less than or equal to the first angle and greater than the second angle, the aiming direction of the aiming point is adjusted in a first adjustment mode;
[0189] When the included angle between the aiming direction of the aiming point and the direction of the target virtual object relative to the first virtual object is less than or equal to the second angle, the aiming direction of the aiming point is adjusted in a second adjustment mode;
[0190] Wherein, the preset angle ≥ the first angle > the second angle.
[0191] In an example embodiment of the present disclosure, when the preset angle includes the first angle or the second angle; the step of controlling the adjustment of the aiming direction of the aiming point includes:
[0192] When the preset angle is the first angle, the aiming direction of the aiming point is adjusted in the first adjustment mode;
[0193] When the preset angle is the second angle, the aiming direction of the aiming point is adjusted in the second adjustment mode;
[0194] Wherein, the first angle > the second angle.
[0195] In an example embodiment of the present disclosure, after the step of controlling the adjustment of the aiming direction of the aiming point, the method further includes:
[0196] In response to the target virtual object being completely blocked in the game view picture, start timing;
[0197] When the timing reaches the target duration, end the adjustment of the aiming direction of the aiming point.
[0198] In an example embodiment of the present disclosure, after starting timing, the method further includes:
[0199] When the timing does not reach the target duration and the target virtual object is not completely blocked in the game view picture, stop timing.
[0200] In an example embodiment of the present disclosure, after the step of controlling the modification of the aiming direction of the reticle, the method further comprises:
[0201] In response to the target virtual object being completely blocked in the game view picture, ending the modification of the aiming direction of the reticle.
[0202] In an example embodiment of the present disclosure, during the process of controlling the modification of the aiming direction of the reticle, the method further comprises:
[0203] In response to a preset shooting instruction, ending the modification of the aiming direction of the reticle, and controlling the first virtual object to shoot in the aiming direction.
[0204] In an example embodiment of the present disclosure, the auxiliary aiming method in the game further comprises:
[0205] Obtaining a modification mode selected by a user and an effective area corresponding to the modification mode;
[0206] The modification mode includes a strong modification mode, a weak modification mode, and a no modification mode, each modification mode corresponds to a different effective area, and each effective area corresponds to a different preset angle.
[0207] In an example embodiment of the present disclosure, when the modification mode is the strong modification mode, the step of controlling the modification of the aiming direction of the reticle according to the relative position change between the aiming direction of the reticle and the target shooting point comprises:
[0208] In response to the aiming direction of the reticle approaching the target shooting point, increasing a first speed in the direction in which the aiming direction of the reticle approaches the target shooting point, so as to increase the speed of the aiming direction of the reticle approaching the target shooting point;
[0209] In response to the aiming direction of the reticle moving away from the target shooting point, increasing a second speed in the opposite direction of the aiming direction of the reticle moving away from the target shooting point, so as to control the speed of the aiming direction of the reticle moving away from the target shooting point to decrease;
[0210] In response to the aiming direction of the reticle being relatively stationary with the target shooting point, controlling the aiming direction of the reticle to approach the target shooting point at a constant speed.
[0211] In an example embodiment of the present disclosure, when the modification mode is the weak modification mode, the step of controlling the modification of the aiming direction of the reticle according to the relative position change between the aiming direction of the reticle and the target shooting point comprises:
[0212] in response to the aiming direction of the reticle being close to the target shooting point, increasing a third speed in a direction in which the aiming direction of the reticle is close to the target shooting point, so as to increase the speed of the aiming direction of the reticle close to the target shooting point;
[0213] in response to the aiming direction of the reticle being away from the target shooting point, increasing a fourth speed in a direction opposite to the direction in which the aiming direction of the reticle is away from the target shooting point, so as to control the speed of the aiming direction of the reticle away from the target shooting point;
[0214] in response to the aiming direction of the reticle being relatively static with the target shooting point, controlling not to correct the aiming direction of the reticle;
[0215] wherein the first speed > the third speed, and the second speed > the fourth speed.
[0216] In an exemplary embodiment of the present disclosure, the method further comprises:
[0217] When the included angle between the direction of each virtual object relative to the first virtual object and the aiming direction of the reticle is less than or equal to the preset angle, the included angle between the direction of each virtual object relative to the first virtual object and the aiming direction of the reticle is determined respectively, and the virtual object with the smallest included angle is determined as the target virtual object from the plurality of virtual objects.
[0218] It should be noted that although several modules or units of the device for action execution are mentioned in the foregoing detailed description, such division is not mandatory. In fact, according to the embodiments of the present application, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into a plurality of modules or units.
[0219] In addition, although the steps of the method in the present application are described in a specific order in the accompanying drawings, this is not required or implied that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired result. Additionally or alternatively, some steps can be omitted, a plurality of steps can be combined into one step, and / or one step can be divided into a plurality of steps, etc.
[0220] In an exemplary embodiment of the present application, an electronic device capable of implementing the above method is also provided.
[0221] Those skilled in the art can understand that each aspect of the present application can be implemented as a system, a method or a program product. Therefore, each aspect of the present application can be specifically implemented as a complete hardware embodiment, a complete software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects, which can be collectively referred to as "circuitry", "module" or "system" here.
[0222] The electronic device 1500 according to this embodiment of the present application will be described below with reference to Figure 12 Figure 12 The electronic device 1200 is merely an example and should not impose any limitation on the functions and use range of the embodiments of the present application.
[0223] As Figure 12 shown, the electronic device 1200 is in the form of a general computing device. The components of the electronic device 1200 can include, but are not limited to, the at least one processing unit 1210 described above, the at least one storage unit 1220 described above, a bus 1230 connecting different system components (including the storage unit 1220 and the processing unit 1210), and a display unit 1240.
[0224] The storage unit stores program codes which can be executed by the processing unit 1210, so that the processing unit 1210 performs the steps according to various exemplary embodiments of the present application described in the "Exemplary Method" section of the present specification. For example, the processing unit 1210 can perform the steps shown in Figure 1 S120: in response to the included angle between the aiming direction of the aiming point and the direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, acquiring a targetable area of the target virtual object, wherein the targetable area is the unobstructed part of the target virtual object in the game field of view picture; S130: in response to the control adjustment of the aiming direction of the aiming point in the game scene, determining a target shooting point in the targetable area, and controlling the correction of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point.
[0225] The storage unit 1220 can include a readable medium in the form of a volatile storage unit, such as a random access memory (RAM) 12201 and / or a cache memory 12202, and can further include a read-only memory (ROM) 12203.
[0226] The storage unit 1220 can also include a program / utility 12204 having a set of programs / modules 12205, each of which performs one or more tasks. The programs and modules 12205 can include, but are not limited to, one or more of the following: an operating system, one or more application programs, other program modules, and program data, each of which can include implementations of the network environment, alone or in combination.
[0227] The bus 1230 can represent one or more of several types of bus structures, including a storage bus or bus controller, a peripheral bus, a graphics bus, a processor or local bus using any of a variety of bus architectures.
[0228] The electronic device 1200 can also communicate with one or more external devices 1300 such as a keyboard, a pointing device, a Bluetooth device, etc.; and one or more devices that enable a user to interact with the electronic device 1200 and / or one or more devices that enable the electronic device 1200 to communicate with one or more other computing devices. Such communication can occur via an input / output (I / O) interface 1250. Still yet, the electronic device 1200 can communicate with one or more networks such as a local area network (LAN), a general wide area network (WAN), and / or a public network such as the Internet, via a network adapter 1260. As depicted, the network adapter 1260 can communicate with the other components of the electronic device 1200 via the bus 1230. It should be appreciated that the electronic device 1200 can be a part of a larger system, including a plurality of devices communicating with one another via a network. It should be appreciated that the electronic device 1200 can be connected to other components, including but not limited to a microcontroller, a peripheral device driver, a redundant processing unit, an external disk drive array, a RAID system, a tape drive, and data archival storage system, etc.
[0229] Those skilled in the art will readily understand that the example embodiments described herein can be implemented by software and / or by hardware coupled with software, as described above. Thus, the technical solutions according to the embodiments of the present application can be embodied in the form of a software product. The software product can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash disk, a mobile hard disk, etc.) or a network, and includes a plurality of instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to perform the methods according to the embodiments of the present application.
[0230] In the exemplary embodiments of the present application, a computer readable storage medium is also provided, on which a program product capable of implementing the above-mentioned method of the present specification is stored. In some possible implementations, various aspects of the present application can also be implemented in the form of a program product, which includes program codes for causing the terminal device to perform the steps described in the above "Exemplary Method" section according to various exemplary embodiments of the present application when the program product is run on the terminal device.
[0231] The program product for implementing the above-mentioned method according to the embodiments of the present application can take a portable compact disc read-only memory (CD-ROM) and include program codes, and can be run on a terminal device, such as a personal computer. However, the program product of the present application is not limited to this, and in the present document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in conjunction with an instruction execution system, apparatus or device.
[0232] The program product can take any combination of one or more readable media. The readable medium can be a readable signal medium or a readable storage medium. The readable storage medium, for example, can be but is not limited to an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus or device, or any combination of the above. More specific examples (non-exhaustive list) of the readable storage medium include an electrical connection having one or more wires, a portable disc, 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 disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.
[0233] The computer readable signal medium can include a data signal propagated in baseband or propagated as a carrier wave in a propagated data signal, in which the readable program codes are carried. Such a propagated data signal can take various forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. The readable signal medium can also be any readable medium other than the readable storage medium, which can send, propagate or transmit the program for use by or in conjunction with an instruction execution system, apparatus or device.
[0234] The program codes contained on the readable medium can be transmitted by any suitable medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the above.
[0235] The program code may be executed by one or more programmable processing devices, which can include processors, microprocessor, microcontroller, programmable logic devices, application specific integrated circuits, or the like. It will be appreciated that one or more of the processing devices described herein may be comprised of one or more processors in association with one or more main memories and storage devices such as access memories, bulk storage, or the like. Furthermore, the one or more processing devices can each include one or more levels of hidden or shared memories, each of which can store arbitrary data at a particular time. It will also be appreciated that one or more of the processing devices described herein can be comprised of one or more processors in association with one or more main memories and storage devices such as access memories, bulk storage, or the like. Furthermore, the one or more processing devices can each include one or more levels of hidden or shared memories, each of which can store arbitrary data at a particular time.
[0236] Furthermore, the above-described diagrams are merely schematic illustrations of the processes included in the method according to the exemplary embodiments of the present application, and are not intended for limiting purposes. It will be readily understood that the processes shown in the above-described diagrams do not indicate or limit the time sequence of the processes. In addition, it will also be readily understood that the processes can be executed synchronously or asynchronously, for example, in a plurality of modules.
[0237] Other embodiments of the present application will be readily apparent to those skilled in the art upon considering the description herein, the drawings, and the annexed claims. The application is intended to cover any adaptations or variations of the present application followed in the spirit thereof and including such modifications in form and details of the application as would be apparent to those skilled in the art. It is intended that the application be construed as including all such are within the scope of the following claims and their equivalents. The description and examples are to be regarded as illustrative in nature and are not intended to limit the true scope and spirit of the application, which is indicated only by the claims.
Claims
1. An assisted aiming method in a game, characterized by, The method comprises the following steps: In response to an adjustment instruction for the crosshair, the aiming direction of the crosshair in the game scene is adjusted; In response to an angle between the aiming direction of the crosshair and a direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, an aimable region of the target virtual object is obtained, wherein the aimable region is a part of the target virtual object that is not occluded in the game view picture; the preset angle comprises a first angle or a second angle; the step of correcting the aiming direction of the crosshair comprises: when the preset angle is the first angle, the aiming direction of the crosshair is corrected in a first correction manner; when the preset angle is the second angle, the aiming direction of the crosshair is corrected in a second correction manner; wherein the first angle > the second angle; In response to the control adjustment of the aiming direction of the crosshair in the game scene, a target shooting point in the aimable region is determined, and the aiming direction of the crosshair is corrected according to a relative position change between the aiming direction of the crosshair and the target shooting point; wherein the step of correcting the aiming direction of the crosshair according to the relative position change between the aiming direction of the crosshair and the target shooting point comprises: in response to the aiming direction of the crosshair being close to the target shooting point, the speed of the aiming direction of the crosshair close to the target shooting point is increased; in response to the aiming direction of the crosshair being away from the target shooting point, the speed of the aiming direction of the crosshair away from the target shooting point is decreased; in response to the aiming direction of the crosshair being relatively stationary with the target shooting point, the aiming direction of the crosshair is uniformly close to the target shooting point, or the aiming direction of the crosshair is not corrected; wherein the steps of increasing or decreasing the speed of the aiming direction of the crosshair close to the target shooting point comprise: when the aiming direction of the crosshair in the game scene is adjusted in response to the adjustment instruction for the crosshair, the response sensitivity of the terminal device is increased or decreased.
2. The method of claim 1, wherein, The step of determining a target shooting point in the aimable region in response to the control adjustment of the aiming direction of the crosshair in the game scene comprises: In response to the control adjustment of the aiming direction of the crosshair in the game scene, a geometric center of the aimable region is obtained, and the geometric center is determined as the target shooting point.
3. The method of claim 1, wherein, The step of correcting the aiming direction of the crosshair according to the relative position change between the aiming direction of the crosshair and the target shooting point comprises: When the angle between the aiming direction of the crosshair and the direction of the target virtual object relative to the first virtual object is less than or equal to the first angle and greater than the second angle, the aiming direction of the crosshair is corrected in the first correction manner; When the angle between the aiming direction of the crosshair and the direction of the target virtual object relative to the first virtual object is less than or equal to the first angle and greater than the second angle, the aiming direction of the crosshair is corrected in the first correction manner; when an included angle between the aiming direction of the aiming point and a direction of the target virtual object relative to the first virtual object is less than or equal to a second angle, correcting the aiming direction of the aiming point in a second correction mode; wherein the preset angle is greater than the first angle, and the first angle is greater than the second angle.
4. The method of claim 1, wherein, After the step of controlling the correction of the aiming direction of the aiming point, the method further comprises: in response to the target virtual object being completely blocked in the game view picture, starting a timing; when the timing reaches a target time length, ending the correction of the aiming direction of the aiming point.
5. The method of claim 4, wherein, After the step of starting the timing, the method further comprises: when the timing does not reach the target time length and the target virtual object is not completely blocked in the game view picture, stopping the timing.
6. The method of claim 1, wherein, After the step of controlling the correction of the aiming direction of the aiming point, the method further comprises: in response to the target virtual object being completely blocked in the game view picture, ending the correction of the aiming direction of the aiming point.
7. The method of claim 1, wherein, During the step of controlling the correction of the aiming direction of the aiming point, the method further comprises: in response to a preset shooting instruction, ending the correction of the aiming direction of the aiming point, and controlling the first virtual object to shoot in the aiming direction.
8. The method of claim 1, wherein, The method further comprises: obtaining a correction mode selected by a user and an effective area corresponding to the correction mode; wherein the correction mode includes a strong correction mode, a weak correction mode, and a no correction mode, each correction mode corresponds to a different effective area, and each effective area corresponds to a different preset angle.
9. The method of claim 8, wherein, When the correction mode is the strong correction mode, the step of controlling the correction of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point comprises: in response to the aiming direction of the aiming point being close to the target shooting point, increasing a first speed in a direction in which the aiming direction of the aiming point is close to the target shooting point, so as to increase the speed of the aiming direction of the aiming point close to the target shooting point; in response to the aiming direction of the aiming point being away from the target shooting point, increasing a second speed in a direction opposite to the direction in which the aiming direction of the aiming point is away from the target shooting point, so as to control the speed of the aiming direction of the aiming point away from the target shooting point to decrease; in response to the aiming direction of the aiming point being relatively stationary relative to the target shooting point, controlling the aiming direction of the aiming point to uniformly close to the target shooting point.
10. The method of claim 9, wherein, When the correction mode is the weak correction mode, the step of controlling the correction of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point comprises: in response to the aiming direction of the aiming point being close to the target shooting point, increasing a third speed in a direction in which the aiming direction of the aiming point is close to the target shooting point, so as to increase the speed of the aiming direction of the aiming point close to the target shooting point; in response to the aiming direction of the aiming point being away from the target shooting point, increasing a fourth speed in a direction opposite to the direction in which the aiming direction of the aiming point is away from the target shooting point, so as to control the speed of the aiming direction of the aiming point away from the target shooting point to decrease; in response to the aiming direction of the aiming point being relatively stationary relative to the target shooting point, controlling the aiming direction of the aiming point to uniformly close to the target shooting point. in response to the angle between the aiming direction of the aiming point and the direction of the target virtual object relative to the first virtual object being less than or equal to the preset angle, the aiming direction of the aiming point is adjusted. wherein the first speed > the third speed, and the second speed > the fourth speed.
11. The method of claim 1, wherein, The method further comprises: When the angle between the direction of each virtual object relative to the first virtual object and the aiming direction of the aiming point is less than or equal to the preset angle, the angle between the direction of each virtual object relative to the first virtual object and the aiming direction of the aiming point is determined, and the virtual object with the smallest angle is determined as the target virtual object.
12. An auxiliary sighting device in a game, characterized in that The terminal device provides a graphical user interface, which displays at least a game view based on the first virtual object and an aiming point, wherein the aiming point is used to indicate the aiming direction of the first virtual object in the game scene, and the device comprises: an adjustment instruction receiving module configured to, in response to an adjustment instruction for the aiming point, control the adjustment of the aiming direction of the aiming point in the game scene; an aimable area obtaining module configured to, in response to the angle between the aiming direction of the aiming point and the direction of a target virtual object relative to the first virtual object being less than or equal to a preset angle, obtain the aimable area of the target virtual object, wherein the aimable area is the unobstructed part of the target virtual object in the game view; when the preset angle comprises a first angle or a second angle; the step of controlling the adjustment of the aiming direction of the aiming point comprises: when the preset angle is the first angle, the aiming direction of the aiming point is adjusted in a first adjustment manner; when the preset angle is the second angle, the aiming direction of the aiming point is adjusted in a second adjustment manner; wherein the first angle > the second angle; an aiming direction adjusting module configured to, in response to the control of the aiming direction of the aiming point in the game scene, determine a target shooting point in the aimable area, and control the adjustment of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point; wherein the step of controlling the adjustment of the aiming direction of the aiming point according to the relative position change between the aiming direction of the aiming point and the target shooting point comprises: in response to the aiming direction of the aiming point being close to the target shooting point, the speed of the aiming direction of the aiming point approaching the target shooting point is increased; in response to the aiming direction of the aiming point being away from the target shooting point, the speed of the aiming direction of the aiming point moving away from the target shooting point is decreased; in response to the aiming direction of the aiming point being relatively stationary relative to the target shooting point, the aiming direction of the aiming point is controlled to approach the target shooting point at a constant speed, or the aiming direction of the aiming point is not adjusted; wherein the steps of increasing or decreasing the speed of the aiming direction of the aiming point approaching the target shooting point comprise: when the aiming direction of the aiming point in the game scene is adjusted in response to the adjustment instruction for the aiming point, the response sensitivity of the terminal device is increased or decreased.
13. A readable storage medium, having stored thereon a computer program, characterized in that, The computer program, when executed by a processor, implements the method for assisting aiming in a game according to any one of claims 1-11.
14. An electronic device, comprising: Comprise: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the method for assisting aiming in a game according to any one of claims 1-11 by executing the executable instructions.
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