Method, device, equipment and medium for presenting scattered scenes in shooting games

By listening to the current status of the game character and the scattering information of the previous frame, the scattering information of the current frame is determined, and the problem of unchanging the scattering range in the scattering scenario is solved. Experience.

CN114522419BActive Publication Date: 2025-01-28SHANGHAI MIHOYO TIANMING TECH CO LTD
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Patent Information

Application Number
CN202011322677.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2020-11-23
Publication Date
2025-01-28
Estimated Expiration
2040-11-23

AI Technical Summary

Technical Problem

In the prior art, there is a problem that the scattering range remains unchanged for a period of time when the scattering range is restored in a scattering scene, resulting in pause and change in the aiming range of the shooting star, causing the player to feel the star-stuttering.

Method used

By listening to the current game status of the current frame of the scattering scene, and based on the scattering information of the previous frame, the scattering information of the current frame is determined to control the aiming range of the shooting stars smoothly.

Benefits of technology

The smooth change of scattering range in shooting games, avoiding the perception of the quasi -star stakon, and improving the player's visual experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN114522419B_ABST
    Figure CN114522419B_ABST
Patent Text Reader

Abstract

The present application discloses a method, device, equipment and medium for presenting a scattering scene in a shooting game. The method includes monitoring the current game state of a game character in a current frame of a scattering scene; determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame; and controlling the shooting crosshairs in the scattering scene to be presented with the aiming range corresponding to the current scattering information. By using this method, the influence of the current game state of the current frame in the scattering scene and the scattering information of the previous frame on the current scattering information in the current frame is taken into account, thereby avoiding the influence on the presentation effect of the aiming range of the shooting crosshairs when the scattering information is determined only by the scattering curve in the prior art, so that the aiming range of the shooting crosshairs can present a smooth change trend, thereby improving the visual experience of the player without increasing the amount of computing resources occupied.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, equipment and medium for presenting scattering scenes in shooting games. Background Art

[0002] With the rapid development of the information age, the configuration of terminal devices such as computers, tablets, and mobile phones has been improved, and the game industry has also been greatly improved. At present, major game manufacturers have developed different types of game applications, such as third-person shooting games.

[0003] For third-person shooter games, players can choose a game character to shoot, and the player controls the game character to shoot. At the same time, players can also choose shooting equipment for shooting, and different shooting scenes may be presented when using different shooting equipment for fighting. Scattering scene is a common shooting scene. A feature of the scattering scene is that during the shooting process, the aiming range of the shooting crosshairs will change as the number of bullets fired continuously by the game character increases. The aiming range of the shooting crosshairs is equivalent to a visual presentation of the scattering range of the scattering scene, that is, in the scattering scene, the scattering range will change as the number of continuous shots of the shooting equipment increases, and after the shooting stops, the aiming range (that is, the scattering range) will gradually return to its original value.

[0004] Regarding the change of the scattering range in the scattering scene, the existing technology is mainly implemented by first determining a scattering curve that represents the correlation between the number of bullets fired continuously and the scattering range. When shooting, the scattering range is controlled to change as the number of bullets increases based on the scattering curve. After stopping shooting, the default number of bullets fired continuously decreases linearly from the current value to 0. In this process, the scattering range eventually returns to its original value based on the scattering curve as the number of bullets changes.

[0005] The inventors have discovered the following problems in the prior art implementation: when the scattering range changes, there is one or more lines in the scattering curve based on which the number of bullets increases but the scattering range remains unchanged. When the scattering curve has the above characteristics, there will be a problem of the scattering range remaining unchanged for a period of time during the scattering range recovery process. Since the change in the scattering range is presented as a visual effect by the change in the aiming range of the shooting crosshairs, when the scattering range remains unchanged, it is equivalent to that the range of the shooting crosshairs presented in the shooting screen also stops changing, which will give the player a feeling of the crosshairs being stuck, which does not meet the player's expected effect. Summary of the invention

[0006] In view of this, the embodiments of the present application provide a method, device, equipment and medium for presenting a scattering scene in a shooting game, thereby achieving a smooth change of the scattering range in the shooting game.

[0007] In a first aspect, an embodiment of the present application provides a method for presenting a scattering scene in a shooting game, comprising:

[0008] Monitor the current game state of the game character in the current frame of the scattering scene, where the game state includes stop shooting and start shooting;

[0009] Determine current scattering information of the scattering scene in the current frame according to the current game state and previous scattering information of the scattering scene in the previous frame;

[0010] The shooting crosshairs in the scattering scene are controlled to be presented in the aiming range corresponding to the current scattering information.

[0011] Further, the determining, according to the current game state and the previous game state, current scattering information of the scattering scene in the current frame includes:

[0012] Acquire the previous game state of the game character in the previous frame of the scattering scene, and acquire the previous scattering information of the scattering scene in the previous frame;

[0013] If the current game state is to stop shooting, then according to the previous scattering information combined with the range recovery rule corresponding to the previous game state, determine the current scattering information of the scattering scene in the current frame;

[0014] If the current game state is shooting, then according to the previous game state and the previous scattering information, the current scattering information of the scattering scene in the current frame is determined by a range expansion rule;

[0015] The range recovery rule is different from the range expansion rule.

[0016] Further, according to the previous scattering information and the range recovery rule corresponding to the previous game state, current scattering information of the scattering scene in the current frame is determined, including:

[0017] If the previous game state is to stop shooting, obtaining predetermined scatter recovery information;

[0018] If the previous game state is shooting, determining scattering recovery information for scattering recovery according to the previous scattering information;

[0019] According to the previous scattering information and the determined scattering recovery information, current scattering information of the scattering scene in the current frame is determined.

[0020] Further, the determining, according to the previous scattering information, scattering recovery information for scattering recovery comprises:

[0021] Determine the quotient of the last scattering range value in the last scattering information and the set range recovery speed as the recovery time required for scattering recovery;

[0022] The quotient of the last scattered bullet amount in the last scattering information and the time required for recovery is determined as the bullet amount recovery speed of scattering recovery;

[0023] The range recovery speed and the bullet amount recovery speed are used as scatter recovery information for scatter recovery.

[0024] Further, the determining, based on the previous scattering information and the determined scattering recovery information, current scattering information of the scattering scene in the current frame includes:

[0025] Extracting the last scattering range value and the last scattering bullet amount in the last scattering information, and extracting the range recovery speed and bullet amount recovery speed in the scattering recovery information;

[0026] Determine a first product value of the range recovery speed and a set interval threshold, and a second product value of the ammunition recovery speed and the set interval threshold;

[0027] Using the difference between the previous scattering range value and the first product value as the current scattering range value, and using the difference between the previous scattering bomb amount and the second product value as the current scattering bomb amount;

[0028] The current scattering range value and the current scattering bomb quantity are determined as current scattering information of the scattering scene in the current frame.

[0029] Further, the determining the current scattering information of the scattering scene in the current frame by using a range expansion rule according to the previous game state and the previous scattering information includes:

[0030] If the previous game state is to stop shooting, the previous scattering information is determined as the current scattering information of the scattering scene in the current frame; or,

[0031] According to the previous scattering information and preset scattering association information, current scattering information of the scattering scene in the current frame is determined.

[0032] Further, the determining, according to the previous scattering information in combination with preset scattering association information, current scattering information possessed by the scattering scene in the current frame includes:

[0033] Extracting the last scattered bomb amount in the last scattering information, and adding 1 to the last scattered bomb amount as the current scattered bomb amount;

[0034] Searching for preset scattering association information, and determining a target range value matching the current scattering bomb quantity as a current scattering range value;

[0035] The current scattering range value and the current scattering bomb quantity are determined as current scattering information of the scattering scene in the current frame.

[0036] Further, the controlling the shooting crosshairs in the scattering scene to be presented with the aiming range corresponding to the current scattering information includes:

[0037] Obtaining the equipment coordinate points of the shooting equipment held by the game character and the center point of the shooting crosshairs in the scattering scene, and extracting the current scattering range value in the current scattering information;

[0038] According to the equipment coordinate point, the center point of the crosshair and the current scattering range value, the aiming range of the shooting crosshair in the scattering scene is determined, and the aiming range is highlighted in a set form.

[0039] Further, the determining, according to the equipment coordinate point, the center point of the crosshair and the current scattering range value, the aiming range of the shooting crosshair in the scattering scene includes:

[0040] A shooting reference line formed by connecting the equipment coordinate point and the sight coordinate point, and a shooting edge line set passing through the equipment coordinate point and having an angle with the shooting reference line equal to the current scattering range value;

[0041] Determine a circular area formed by the intersection of each shooting edge line in the shooting edge line set and the plane to which the shooting crosshair belongs;

[0042] The circular area is used as the aiming range of the shooting crosshairs in the scattering scene.

[0043] In a second aspect, an embodiment of the present application provides a scattering scene presentation device in a shooting game, comprising:

[0044] A state monitoring module is used to monitor the current game state of the game character in the current frame of the scattering scene, wherein the game state includes stopping shooting and starting shooting;

[0045] An information determination module, configured to determine current scattering information of the scattering scene in the current frame according to the current game state and previous scattering information of the scattering scene in the previous frame;

[0046] The effect presentation module is used to control the shooting crosshairs in the scattering scene to be presented in the aiming range corresponding to the current scattering information.

[0047] In a third aspect, an embodiment of the present application further provides a computer device, including:

[0048] memory and one or more processors;

[0049] The memory is used to store one or more programs;

[0050] When the one or more programs are executed by the one or more processors, the one or more processors implement the method for presenting a scattering scene in a shooting game as described in the first aspect above.

[0051] In a fourth aspect, an embodiment of the present application further provides a storage medium comprising computer executable instructions, which, when executed by a computer processor, are used to execute the method for presenting a scattering scene in a shooting game as described in the first aspect.

[0052] The above-mentioned method, device, equipment and medium for presenting a scattering scene in a shooting game first monitor the current game state of the game character in the current frame of the scattering scene, then determine the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame, and finally control the shooting crosshairs in the scattering scene to be presented with the aiming range corresponding to the current scattering information. In the above-mentioned technical scheme of this embodiment, when the player controls the game character in the scattering scene, the current scattering information matching the current game state can be determined in real time according to the current game state of the game character in the current frame of the scattering scene, combined with the previous scattering information of the scattering scene in the previous frame. Compared with the prior art, this embodiment takes into account the influence of the current game state of the current frame in the scattering scene and the influence of the scattering information of the previous frame on the current scattering information in the current frame, thereby avoiding the influence of the prior art on the presentation effect of the aiming range of the shooting crosshairs when the scattering information is determined only by the scattering curve, so that the aiming range of the shooting crosshairs can present a smooth change trend, thereby improving the visual experience of the player without increasing the computing resource usage. BRIEF DESCRIPTION OF THE DRAWINGS

[0053] Other features, objects and advantages of the present application will become more apparent by reading the detailed description of non-limiting embodiments made with reference to the following drawings:

[0054] Figure 1 A schematic flow chart of a method for presenting a scattering scene in a shooting game provided in Embodiment 1 of the present application is provided;

[0055] Figure 2 A schematic flow chart of a method for presenting a scattering scene in a shooting game provided by a second embodiment of the present invention is provided;

[0056] Figure 2aA flowchart for implementing the determination of the aiming range of a shooting crosshair in a method for presenting a scattering scene in a shooting game provided in Embodiment 2 of the present invention is provided;

[0057] Figure 3 A structural block diagram of a scattering scene presentation device in a shooting game provided in Embodiment 3 of the present application is provided;

[0058] Figure 4 A schematic diagram of the structure of a computer device provided in Embodiment 4 of the present invention. DETAILED DESCRIPTION

[0059] In order to make the purpose, technical scheme and advantages of the present application clearer, the embodiments of the present application will be further described in detail below in conjunction with the accompanying drawings. It should be clear that the described embodiments are only part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0060] When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are only examples of devices and methods consistent with some aspects of the present application as detailed in the attached claims.

[0061] In the description of the present application, it should be understood that the terms "first", "second", "third", etc. are only used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence, nor can they be understood as indicating or implying relative importance. For those of ordinary skill in the art, the specific meanings of the above terms in the present application can be understood according to the specific circumstances. In addition, in the description of the present application, unless otherwise specified, "multiple" refers to two or more. "And / or" describes the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the objects associated before and after are in an "or" relationship.

[0062] Embodiment 1

[0063] Figure 1A flow chart of a method for presenting a scattered scene in a shooting game provided in the first embodiment of the present application is provided. The method is applicable to presenting a scattered scene in which a game character is in a shooting battle. The method can be executed by a computer device loaded with shooting game software. The scattered scene presentation method in the shooting game can be integrated as a plug-in in the installed shooting game software, and the method can be implemented by running the shooting game software. The computer device can be composed of two or more physical entities, or it can be composed of one physical entity. Generally speaking, the computer device can be a notebook, a desktop computer, a smart tablet, etc.

[0064] It should be noted that the application environment of the method for presenting a scattering scene in a shooting game implemented in this embodiment can be described as follows: the player selects a game character and a shooting equipment, and the selected shooting equipment has a scattering characteristic. Therefore, after the player controls the game character to start shooting, it is equivalent to entering a scattering scene (that is, when shooting continuously, the range presented by the shooting crosshairs changes). In the existing implementation scheme, after entering the scattering scene, the aiming range of the shooting crosshairs during continuous shooting changes with the corresponding range of the preset scattering curve by increasing the number of bullets fired continuously, and when shooting stops, the aiming range of the shooting crosshairs also changes accordingly with the scattering curve during the process of linearly restoring the number of bullets to 0. After stopping shooting, this method has the problem that the aiming range of the shooting crosshairs does not meet the expected effect of the player.

[0065] The method for presenting a scattering scene in a shooting game provided by this embodiment can achieve a visual effect of smoothly presenting the aiming range of a shooting crosshair, thereby overcoming the problems existing in the prior art solutions.

[0066] like Figure 1 As shown, the first embodiment provides a method for presenting a scattering scene in a shooting game, which specifically includes the following steps:

[0067] S101, monitoring the current game state of the game character in the current frame of the scattering scene.

[0068] In this embodiment, the game character can be considered as a character pre-selected by the user (game player) after entering the shooting game, and various actions of the game character in the game are controlled by the user through information input. Exemplarily, the user can control the actions of the game character through control information input by input devices such as keyboards, mice, and touch pads. In this embodiment, it can be preferably considered that the shooting equipment has been selected by the player's control before executing this step, and the game shooting link has been entered.

[0069] In this embodiment, when there is a scattering characteristic in the shooting characteristics of the shooting equipment, the game character equipped with the shooting equipment is equivalent to entering a scattering scene in the shooting phase of the game. The characteristic of the scattering scene is that the aiming range of the shooting crosshairs on the screen will change with the number of bullets fired by the game character. At the same time, it should be noted that, considering the real-time nature of the shooting game, this embodiment collects information and changes the game scene in frames, so the method provided in this embodiment is equivalent to being executed once in each frame of the scattering scene.

[0070] Specifically, this step is equivalent to real-time monitoring of the operation instructions sent by the game player to the game character, and by monitoring the operation instructions, the current game state of the game character relative to the operation instructions in the current frame of the scattering scene is obtained. It can be known that in this embodiment, the game state of the game character can be considered to include at least shooting and stopping shooting, and the shooting and stopping shooting here can both be regarded as the state of the game character in a game frame. In this embodiment, the game state in the current frame is recorded as the current game state.

[0071] S102: Determine current scattering information of the scattering scene in the current frame according to the current game state and previous scattering information of the scattering scene in the previous frame.

[0072] It can be known that the current game state of the game character determines what kind of changes should occur to the scattering range in the scattering scene in the current frame. For example, if the current game state is to stop shooting, the scattering scene will change the scattering range back to the initial state, and during the recovery change, the aiming range of the shooting crosshairs will show a trend of shrinking; if the current game state is to shoot, the scattering range of the scattering scene will change to expand the scattering range, and during the expansion change, the aiming range of the shooting crosshairs will show a trend of expanding.

[0073] In this embodiment, the previous scattering information can be specifically understood as information used to identify changes in the scattering range of the scattering scene in the previous frame, and the current scattering information can be specifically understood as information used to identify changes in the scattering range of the scattering scene in the current frame, wherein the scattering information can preferably include the scattering range value of the scattering scene and the corresponding amount of bullets in the shooting state of the frame, etc.

[0074] In the existing implementation scheme for controlling the change of the scattering range, when it is determined that the game state is to stop shooting and recover, the scattering range value corresponding to the current frame is still directly determined according to the pre-set scattering curve, and finally the shooting crosshairs are controlled to present the corresponding state through the scattering range value. When the scattering curve contains parallel line segments, that is, the scattering range value stops changing for a period of time, the scattering recovery achieved by the existing method has the problem that the aiming range of the shooting crosshairs is always presented at the same size for a period of time. This presentation method gives players an experience of a stuttering process of the scattering range change.

[0075] In order to solve the above-mentioned problem, the present embodiment proposes a method that can make the scattering range in the scattering scene change smoothly during the recovery phase. Specifically, the present embodiment considers combining the previous scattering information determined in the previous frame with the current game state to determine the current scattering information that the scattering scene may have in the current frame according to different situations, so that the scattering range value in the current scattering information is no longer dependent on the scattering curve, but a more matching value is determined based on the previous scattering information.

[0076] In this step, there are two possibilities for the current game state. If the current game state is to stop shooting, it is equivalent to the scattering range in the scattering scene being in the recovery stage. The current frame is equivalent to performing a recovery operation on the scattering range. Linear change can also be regarded as a smooth change. In order to avoid the problems existing in the above-mentioned prior art, this step considers performing a linear change operation on the scattering range. An exemplary implementation process of this step can be described as: first consider determining a recovery information for linear recovery, such as a recovery speed, and then update the previous scattering information in combination with the recovery information to form the current scattering information of the current frame.

[0077] S103, controlling the shooting crosshairs in the scattering scene to be presented in the aiming range corresponding to the current scattering information.

[0078] This step is equivalent to presenting the visual effect of the scattering range of the scattering scene with the aiming range of the shooting crosshairs. In this embodiment, after the current scattering information corresponding to the scattering scene in the current frame is determined through the above S102, this step can determine the correlation between the current scattering information and the aiming range, thereby determining the picture area to be presented, and controlling the picture area as the aiming range of the shooting crosshairs.

[0079] A scattering scene presentation method in a shooting game provided in a first embodiment of the present invention can determine the current scattering information matching the current game state in real time according to the current game state of the game character in the current frame of the scattering scene and the previous scattering information of the scattering scene in the previous frame when the player controls the game character in the scattering scene in the scattering scene. Compared with the prior art, this embodiment takes into account the influence of the current game state of the current frame in the scattering scene and the previous frame scattering information on the current scattering information in the current frame, thereby avoiding the influence on the presentation effect of the aiming range of the shooting crosshairs when the scattering information is determined only by the scattering curve in the prior art, so that the aiming range of the shooting crosshairs can present a smooth change trend, thereby improving the visual experience of the player without increasing the computing resource usage.

[0080] Embodiment 2

[0081] Figure 2 A flow chart of a method for presenting a scattering scene in a shooting game provided by a second embodiment of the present invention is given. This embodiment is optimized based on the above embodiment. In this embodiment, the current scattering information of the scattering scene in the current frame is further determined according to the current game state and the previous scattering information of the scattering scene in the previous frame as follows: obtaining the previous game state of the game character in the previous frame of the scattering scene, and obtaining the previous scattering information of the scattering scene in the previous frame; if the current game state is to stop shooting, then according to the previous scattering information combined with the range recovery rule corresponding to the previous game state, the current scattering information of the scattering scene in the current frame is determined; if the current game state is to shoot, then according to the previous game state and the previous scattering information, the current scattering information of the scattering scene in the current frame is determined by a range expansion rule; wherein the range recovery rule is different from the range expansion rule.

[0082] At the same time, based on the above-mentioned optimization, this embodiment further specifies the control of the shooting crosshairs in the scattering scene to present the aiming range corresponding to the current scattering information as follows: obtaining the equipment coordinate points of the shooting equipment held by the game character and the crosshairs center point of the shooting crosshairs in the scattering scene, and extracting the current scattering range value in the current scattering information; determining the aiming range of the shooting crosshairs in the scattering scene according to the equipment coordinate points, the crosshairs center point and the current scattering range value, and highlighting the aiming range in a set form.

[0083] like Figure 2 As shown, a method for presenting a scattering scene in a shooting game provided by the second embodiment of the present invention specifically includes the following operations:

[0084] S201, monitoring the current game state of the game character in the current frame of the scattering scene.

[0085] In this embodiment, the following S202 to S204 provide a process for determining the current scattering information in different situations.

[0086] S202: Obtain a previous game state of the game character in a previous frame of the scattering scene.

[0087] In this embodiment, the determination of the current scattering information of the scattering scene in the current frame is first related to the current game state. The current game state can be used to determine whether the scattering range of the scattering scene should be restored or expanded in the current frame, thereby obtaining the corresponding scattering information under different operations. For example, when the shooting is stopped in the current game state, it can be determined to restore the scattering range, and when the current game state is shooting, it can be determined to expand the scattering range.

[0088] In this embodiment, after determining what operation should be performed on the scattering range in the scattering scene through the current game state, the acquisition operation of the previous game state can be further optimized and added to determine how to combine the previous scattering information to determine the current scattering information through the previous game state. This step specifically implements the acquisition of the previous game state. The previous game state can be specifically understood as the state of the game character in the previous frame according to the control command input by the player, and the previous game state can also be stop shooting or start shooting.

[0089] S203: If the current game state is to stop shooting, determine the current scattering information of the scattering scene in the current frame according to the previous scattering information and the range recovery rule corresponding to the previous game state.

[0090] Based on the above description, if the current game state is stop shooting, it can be considered that the scattering range recovery operation should be performed for the scattering scene in the current frame. This step can determine whether the previous game state is stop shooting or shooting when the current game state is determined to be stop shooting, and determine the current scattering information based on the range recovery rules corresponding to different previous game states combined with the previous scattering information.

[0091] Furthermore, this embodiment determines the current scattering information of the scattering scene in the current frame according to the previous scattering information combined with the range recovery rule corresponding to the previous game state, and specifies it as follows:

[0092] a. If the previous game state is to stop shooting, then obtain predetermined scattering recovery information.

[0093] b. If the previous game state is shooting, determining scattering recovery information for scattering recovery according to the previous scattering information.

[0094] c. Determine current scattering information of the scattering scene in the current frame according to the previous scattering information combined with the determined scattering recovery information.

[0095] When the current game state is in the state of stopping shooting and a scattering range recovery operation is required, the scattering recovery information required for the scattering range recovery operation can be determined based on the specific content of the previous game state. When the scattering range is recovered, the required scattering recovery information may include a range recovery speed for achieving smooth recovery of the scattering range and a bullet recovery speed corresponding to the bullet quantity associated with the scattering range.

[0096] In this embodiment, different acquisition methods can be determined to obtain the scattering recovery information according to the previous game state. Specifically, when the previous game state is to stop shooting, it can be considered that the scattering scene in the previous frame and the current frame are all scattering range recovery operations, and the recovery operation of the scattering scene can be considered to be performed continuously in the previous frame and the current frame. At this time, the scattering recovery information used for the recovery operation in the previous frame can be directly obtained, and the scattering recovery information can be regarded as pre-stored information in the current frame.

[0097] In addition, when the previous game state is shooting, it can be considered that the scattering scene performed a scattering range expansion operation in the previous frame. In this case, when the current game state is stop shooting, it is necessary to redetermine the scattering recovery information required for scattering recovery, and thus it is necessary to implement the redetermination of the scattering recovery information through step b.

[0098] After obtaining the scattering recovery information through step a or step b, the current scattering information corresponding to the recovery operation on the scattering range in the current frame is determined through step c according to the previous scattering information and the scattering recovery information.

[0099] Based on the above optimization, this embodiment further specifies the “determining the scattering recovery information for scattering recovery according to the previous scattering information” in the above step b as follows:

[0100] b1. Determine the quotient of the previous scattering range value in the previous scattering information and the set range recovery speed as the recovery time required for scattering recovery.

[0101] In this embodiment, the preferred range recovery speed is pre-configured, and the range recovery speed may be related to the game level or skills of the player in the shooting game. For example, as the player's game level increases, the bullet recovery speed also increases. It may also be a pre-set constant.

[0102] When it is determined that the previous game state is shooting and the current game state is stop shooting, it is equivalent to that the current frame triggers the recovery operation of the scattering range. In order to achieve smooth recovery of the scattering range, this embodiment can calculate the time required for the scattering range to finally recover from the previous scattering range value to the initial value when the game state is converted from shooting to stop shooting, combined with the known range recovery speed, and record it as the time required for recovery.

[0103] b2. Determine the quotient of the last scattered bullet amount in the last scattering information and the time required for recovery as the bullet amount recovery speed of scattering recovery.

[0104] In the scattering scenario, when the scattering range is restored, the scattering bullet quantity is also restored, and the recovery speed of the two is the same. Therefore, after determining the time required for recovery corresponding to the scattering range, based on the known previous scattering bullet quantity, the bullet quantity recovery speed that should be achieved when the scattering range is restored can be determined.

[0105] b3. Using the range recovery speed and the bullet recovery speed as scattering recovery information for scattering recovery.

[0106] In this embodiment, the range recovery speed obtained above and the determined bullet recovery speed are uniformly recorded as scattering recovery information. It can be understood that if the game character is in a stop shooting state in consecutive frames, the scattering recovery information used for scattering recovery in each frame only needs to be re-determined using the above steps of this embodiment when the game character changes from the shooting state to the stop shooting state, and the previously determined scattering recovery information can be directly obtained in the remaining consecutive frames until the game character changes from the stop shooting state to the shooting state again.

[0107] At the same time, this embodiment further concretizes the above step c "determining the current scattering information of the scattering scene in the current frame according to the previous scattering information combined with the determined scattering recovery information" as follows:

[0108] c1. Extract the last scattering range value and the last scattering bullet amount in the last scattering information, and extract the range recovery speed and bullet amount recovery speed in the scattering recovery information.

[0109] In this embodiment, the scattering information specifically includes a scattering range value and a corresponding amount of scattered bullets. This step can extract the previous scattering range value and the previous scattering bullet amount included in the previous scattering information, and can also obtain the range recovery speed and bullet amount recovery speed included in the scattering recovery information.

[0110] c2. Determine a first product value of the range recovery speed and a set interval threshold, and a second product value of the ammunition recovery speed and the set interval threshold.

[0111] This embodiment mainly considers the influence of the time interval between frames on scattering recovery, and thus determines the changes in the scattering range value and the amount of scattered bullets at the time interval (set interval threshold) between the previous frame and the current frame through this step. The first product value is equivalent to the incremental value of the scattering range value at the set interval threshold, and the second product value is equivalent to the incremental value of the scattering bullet amount at the set interval threshold.

[0112] c3. Using the difference between the previous scattering range value and the first product value as the current scattering range value, and using the difference between the previous scattering bomb amount and the second product value as the current scattering bomb amount.

[0113] This embodiment considers the recovery operation of the scattering range as a process of smoothly reducing the scattering range and the amount of scattered bullets. Therefore, this step can obtain the current scattering range value and the current scattering bullet amount that should correspond to the current frame by subtracting the previous scattering range value from the first product value, and subtracting the previous scattering bullet amount from the second product value.

[0114] c4. Determine the current scattering range value and the current scattering bomb quantity as the current scattering information of the scattering scene in the current frame.

[0115] S204: If the current game state is shooting, determine the current scattering information of the scattering scene in the current frame according to the previous game state and the previous scattering information through a range expansion rule.

[0116] In this embodiment, if the current game state is shooting, it can be considered that the current frame should be a scattering scene for scattering expansion operation. This step can be based on the range expansion rules corresponding to different previous game states combined with the previous scattering information to achieve the determination of the current scattering information when the current game state is determined to be shooting, depending on the different previous game states, such as shooting or stopping shooting. It can be known that the range recovery rules corresponding to different previous game states when the scattering range is restored in this embodiment are different from the range expansion rules corresponding to different previous game states when the scattering range is expanded.

[0117] For example, when the current game state is shooting, if the previous game state was also shooting, it can be considered that the game character in the scattering scene is in a continuous shooting state. If the previous game state is stop shooting, it can be considered that the game character in the scattering scene has switched from stop shooting to shooting state.

[0118] When in a continuous shooting state, it can be considered as a regular expansion of the scattering range in a scattering scene. At this time, the existing method can be used to directly determine the current scattering information of the scattering scene in the current frame according to the preset scattering curve. Among them, the scattering curve can be specifically understood as a curve that identifies the correlation between the scattering range and the amount of scattered bullets. The scattering curve can also be preset by the game designer, and the scattering curve can also be modified according to the game level of the player or the special skills carried when playing the shooting game.

[0119] When the shooting stops and then switches to shooting, the current scattering information can be determined directly using the existing method, or the expansion of the scattering range can be temporarily determined and the previous scattering information can be used as the current scattering information.

[0120] Furthermore, this embodiment determines the current scattering information of the scattering scene in the current frame according to the previous game state and the previous scattering information through a range expansion rule, which is specific as follows:

[0121] If the previous game state is to stop shooting, the previous scattering information is determined as the current scattering information of the scattering scene in the current frame; or, the current scattering information of the scattering scene in the current frame is determined based on the previous scattering information combined with preset scattering association information.

[0122] In this embodiment, the scattering association information may be understood as association relationship information identified by a preset scattering curve with respect to a scattering range and a scattering bullet amount.

[0123] On the basis of the above optimization, the current scattering information of the scattering scene in the current frame can be determined based on the previous scattering information combined with the preset scattering association information as follows:

[0124] d1, extracting the last scattered bullet amount in the last scattering information, and adding 1 to the last scattered bullet amount as the current scattered bullet amount;

[0125] d2. searching for preset scattering association information, and determining the target range value matching the current scattering bomb quantity as the current scattering range value;

[0126] d3. Determine the current scattering range value and the current scattering bomb quantity as the current scattering information of the scattering scene in the current frame.

[0127] In this embodiment, S205 and S206 described below realize the operation of controlling the shooting sight to present the corresponding aiming range in real time based on the current scattering information.

[0128] S205, obtaining the equipment coordinate points of the shooting equipment held by the game character and the center point of the shooting crosshairs in the scattering scene, and extracting the current scattering range value in the current scattering information.

[0129] In this embodiment, the equipment coordinate point of the shooting equipment can be regarded as the position coordinate of the muzzle of the shooting equipment in the game world coordinate system; the center point of the shooting crosshair can be regarded as the position coordinate of the shooting crosshair presented on the screen, and the position coordinate can also be expressed in the game world coordinate system. The game world coordinate system can be regarded as a three-dimensional space coordinate system, and the screen where the shooting crosshair is located can be regarded as a plane perpendicular to the horizontal plane in the game world coordinate system.

[0130] S206: Determine the aiming range of the shooting sight in the scattering scene according to the equipment coordinate point, the sight center point and the current scattering range value, and highlight the aiming range in a set form.

[0131] In this embodiment, the scattering range value in the scattering information can be regarded as an angle value, which is the angle value between a shooting line formed by the muzzle of the shooting equipment and the center point of the shooting sight and a ray passing through the muzzle of the shooting equipment.

[0132] Considering that the position coordinate of the muzzle of the shooting equipment (equipment coordinate point) is a spatial coordinate point, there are countless rays passing through the equipment coordinate point and having an angle with the shooting line equal to the scattering range value. The intersection of countless rays and the screen plane can form a circular range, which can be regarded as the aiming range that the shooting crosshairs should present in this embodiment.

[0133] This embodiment may use a specific crosshair presentation method to render the aiming range, thereby presenting different aiming ranges to the player as the scattering range changes in a scattering scene.

[0134] Based on the above embodiments, Figure 2a A flowchart for determining the aiming range of a shooting crosshair in a method for presenting a scattering scene in a shooting game provided in Embodiment 2 of the present invention is provided. Figure 2a As shown, this embodiment determines the aiming range of the shooting crosshair in the scattering scene according to the equipment coordinate point, the crosshair center point and the current scattering range value, and highlights the aiming range in a setting form. The specific optimization is as follows:

[0135] S2061, connecting the equipment coordinate point and the sight coordinate point to form a shooting reference line, and determining a shooting edge line set that passes through the equipment coordinate point and has an angle with the shooting reference line that is the current scattering range value.

[0136] S2062: Determine a circular area formed by the intersection of each shooting edge line in the shooting edge line set and the plane to which the shooting crosshair belongs.

[0137] S2063: Use the circular area as the aiming range of the shooting sight in the scattering scene.

[0138] A method for determining the position of an impact point in a shooting game provided in the second embodiment of the present invention specifies the determination operation of the current scattering information, such as specifically considering the influence of the current game state and the previous game state on the determination of the current scattering information; and at the same time, specifies the presentation process of the aiming range of the shooting crosshairs, such as being able to effectively present the aiming range through the current scattering range value in the current scattering information. When the player controls the game character in the scattering scene, the current scattering information matching the current game state can be determined in real time according to the current game state of the game character in the current frame of the scattering scene and the previous scattering information of the scattering scene in the previous frame. Compared with the prior art, this embodiment takes into account the influence of the current game state of the current frame in the scattering scene and the previous frame scattering information on the current scattering information in the current frame, thereby avoiding the influence of the prior art on the presentation effect of the aiming range of the shooting crosshairs when the scattering information is determined only by the scattering curve, so that the aiming range of the shooting crosshairs can present a smooth change trend, thereby improving the visual experience of the player without increasing the computing resource usage.

[0139] Embodiment 3

[0140] Figure 3 A structural block diagram of a scattering scene presentation device in a shooting game provided in the third embodiment of the present application is provided. The device is suitable for presenting a scattering scene in which a game character is in a shooting battle, and can be executed by a computer device loaded with shooting game software. Figure 3 As shown, the device includes: a state monitoring module 31, an information determination module 32 and an effect presentation module 33.

[0141] Wherein, the state monitoring module 31 is used to monitor the current game state of the game character in the current frame of the scattering scene;

[0142] An information determination module 32, configured to determine current scattering information of the scattering scene in the current frame according to the current game state and previous scattering information of the scattering scene in the previous frame;

[0143] The effect presentation module 33 is used to control the shooting crosshairs in the scattering scene to be presented in the aiming range corresponding to the current scattering information.

[0144] The scattering scene presentation device in the shooting game provided in the first embodiment of the present invention can determine the current scattering information matching the current game state in real time according to the current game state of the game character in the current frame of the scattering scene and the previous scattering information of the scattering scene in the previous frame when the player controls the game character in the scattering scene in the scattering scene. Compared with the prior art, this embodiment takes into account the influence of the current game state of the current frame in the scattering scene and the influence of the scattering information of the previous frame on the current scattering information in the current frame, thereby avoiding the influence on the presentation effect of the aiming range of the shooting crosshairs when the scattering information is determined only by the scattering curve in the prior art, so that the aiming range of the shooting crosshairs can present a smooth change trend, thereby improving the visual experience of the player without increasing the computing resource usage.

[0145] Furthermore, the information determination module 32 may specifically include:

[0146] An information acquisition unit, which acquires a previous game state of the game character in a previous frame of the scattering scene, and acquires previous scattering information of the scattering scene in the previous frame;

[0147] A first execution unit, configured to determine, when the current game state is to stop shooting, current scattering information of the scattering scene in the current frame according to the previous scattering information combined with a range recovery rule corresponding to the previous game state;

[0148] A second execution unit is configured to determine, when the current game state is shooting, current scattering information of the scattering scene in the current frame according to the previous game state and the previous scattering information by using a range expansion rule;

[0149] The range recovery rule is different from the range expansion rule.

[0150] Furthermore, the first execution unit includes:

[0151] A first determining subunit, configured to obtain predetermined scattering recovery information when the previous game state is shooting stop;

[0152] A second determining subunit is used to determine scattering recovery information for scattering recovery according to the previous scattering information when the previous game state is shooting;

[0153] The third determining subunit is configured to determine current scattering information of the scattering scene in the current frame according to the previous scattering information combined with the determined scattering recovery information.

[0154] Furthermore, the second determination subunit can be specifically used to, when the previous game state is shooting, determine the quotient of the previous scattering range value in the previous scattering information and the set range recovery speed as the time required for scattering recovery; determine the quotient of the previous scattering bullet amount in the previous scattering information and the time required for recovery as the bullet amount recovery speed for scattering recovery; and use the range recovery speed and the bullet amount recovery speed as scattering recovery information for scattering recovery.

[0155] Further, the third determination subunit can be specifically used to extract the previous scattering range value and the previous scattering bullet amount in the previous scattering information, and extract the range recovery speed and the bullet amount recovery speed in the scattering recovery information; determine a first product value of the range recovery speed and a set interval threshold, and a second product value of the bullet amount recovery speed and the set interval threshold; use the difference between the previous scattering range value and the first product value as the current scattering range value, and use the difference between the previous scattering bullet amount and the second product value as the current scattering bullet amount; determine the current scattering range value and the current scattering bullet amount as the current scattering information of the scattering scene in the current frame.

[0156] Furthermore, the second execution unit can be specifically used to determine the previous scattering information as the current scattering information of the scattering scene in the current frame if the previous game state is to stop shooting; or, determine the current scattering information of the scattering scene in the current frame based on the previous scattering information combined with preset scattering association information.

[0157] On the basis of the above optimization, the second execution unit may perform the step of determining the current scattering information of the scattering scene in the current frame according to the previous scattering information combined with the preset scattering association information, which may include:

[0158] Extract the previous scattering bomb amount in the previous scattering information, and add 1 to the previous scattering bomb amount as the current scattering bomb amount; search for preset scattering association information, and determine the target range value matching the current scattering bomb amount as the current scattering range value; determine the current scattering range value and the current scattering bomb amount as the current scattering information of the scattering scene in the current frame.

[0159] Furthermore, the effect presentation module 33 may specifically include:

[0160] An information acquisition unit, used to acquire the equipment coordinate points of the shooting equipment held by the game character and the center point of the shooting crosshairs in the scattering scene, and extract the current scattering range value in the current scattering information;

[0161] A range presentation unit is used to determine the aiming range of the shooting crosshairs in the scattering scene according to the equipment coordinate point, the crosshairs center point and the current scattering range value, and to highlight the aiming range in a set form.

[0162] Furthermore, the range presentation unit may be specifically used for:

[0163] A shooting reference line is formed by connecting the equipment coordinate point and the sight coordinate point, and a shooting edge line set passing through the equipment coordinate point and having an angle with the shooting reference line as the current scattering range value is determined; a circular area is determined by the intersection of each shooting edge line in the shooting edge line set and the plane to which the shooting sight belongs; and the circular area is used as the aiming range of the shooting sight in the scattering scene.

[0164] Embodiment 4

[0165] Figure 4 The structure diagram of a computer device provided in the fourth embodiment of the present invention. The computer device includes: a processor 40, a memory 41, a display screen 42, an input device 43 and an output device 44. The number of processors 40 in the computer device can be one or more. Figure 4 A processor 40 is taken as an example. The number of memories 41 in the computer device can be one or more. Figure 4 A memory 41 is taken as an example. The processor 40, memory 41, display screen 42, input device 43 and output device 44 of the computer device can be connected through a bus or other means. Figure 4 In the embodiment, the computer device may be a computer, a notebook or a smart tablet.

[0166] The memory 41, as a computer-readable storage medium, can be used to store software programs, computer executable programs and modules, such as program instructions / modules corresponding to the computer device described in any embodiment of the present invention (for example, the state monitoring module 31, the information determination module 32 and the effect presentation module 33 in the scattering scene presentation device in the shooting game). The memory 41 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system and at least one application required for a function; the data storage area may store data created according to the use of the device, etc. In addition, the memory 41 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other non-volatile solid-state storage device. In some instances, the memory 41 may further include a memory remotely arranged relative to the processor 40, and these remote memories may be connected to the device via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0167] The display screen 42 may be a display screen 42 with a touch function, which may be a capacitive screen, an electromagnetic screen, or an infrared screen. Generally speaking, the display screen 42 is used to display data according to the instructions of the processor 40, and is also used to receive a touch operation acting on the display screen 42 and send a corresponding signal to the processor 40 or other devices.

[0168] The input device 43 can be used to receive input digital or character information, and generate key signal input related to user settings and function control of the display device. It can also be a camera for acquiring images and a sound pickup device for acquiring audio data. The output device 44 can include audio devices such as speakers. It should be noted that the specific composition of the input device 43 and the output device 44 can be set according to actual conditions.

[0169] The processor 40 executes various functional applications and data processing of the device by running the software programs, instructions and modules stored in the memory 41, that is, realizes the above-mentioned scattering scene presentation method in the shooting game.

[0170] The computer device provided above can be used to execute the method for presenting a scattering scene in a shooting game provided in any of the above embodiments, and has corresponding functions and beneficial effects.

[0171] Embodiment 5

[0172] Embodiment 5 of the present invention further provides a storage medium containing computer executable instructions, wherein the computer executable instructions are used to execute a method for presenting a scattering scene in a shooting game when executed by a computer processor, including:

[0173] Monitor the current game state of the game character in the current frame of the scattering scene, wherein the game state includes stopping shooting and starting shooting; determine the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame; control the shooting crosshairs in the scattering scene to be presented in the aiming range corresponding to the current scattering information.

[0174] Of course, the storage medium containing computer executable instructions provided by an embodiment of the present invention is not limited to the operations of the scattering scene presentation method in the shooting game described above, and can also execute related operations in the scattering scene presentation method in the shooting game provided by any embodiment of the present invention, and has corresponding functions and beneficial effects.

[0175] Through the above description of the implementation methods, the technicians in the relevant field can clearly understand that the present invention can be implemented by means of software and necessary general hardware, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present invention can be essentially or the part that contributes to the prior art can be embodied in the form of a software product, and the computer software product can be stored in a computer-readable storage medium, such as a computer floppy disk, read-only memory (ROM), random access memory (RAM), flash memory (FLASH), hard disk or optical disk, etc., including a number of instructions for a computer device (which can be a robot, a personal computer, a server, or a network device, etc.) to execute the scattering scene presentation method in the shooting game described in any embodiment of the present invention.

[0176] It is worth noting that in the above-mentioned scattering scene presentation device in the shooting game, the various units and modules included are only divided according to functional logic, but are not limited to the above-mentioned division, as long as the corresponding functions can be achieved; in addition, the specific names of the functional units are only for the convenience of distinguishing each other, and are not used to limit the scope of protection of the present invention.

[0177] It should be understood that the various parts of the present invention can be implemented by hardware, software, firmware or a combination thereof. In the above-mentioned embodiments, a plurality of steps or methods can be implemented by software or firmware stored in a memory and executed by a suitable instruction execution system. For example, if implemented by hardware, as in another embodiment, it can be implemented by any one of the following technologies known in the art or their combination: a discrete logic circuit having a logic gate circuit for implementing a logic function for a data signal, a dedicated integrated circuit having a suitable combination of logic gate circuits, a programmable gate array (PGA), a field programmable gate array (FPGA), etc.

[0178] In the description of this specification, the description with reference to the terms "one embodiment", "some embodiments", "examples", "specific examples", or "some examples" means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representation of the above terms does not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described may be combined in any one or more embodiments or examples in a suitable manner.

[0179] Note that the above are only preferred embodiments of the present invention and the technical principles used. Those skilled in the art will understand that the present invention is not limited to the specific embodiments described herein, and that various obvious changes, readjustments and substitutions can be made by those skilled in the art without departing from the scope of protection of the present invention. Therefore, although the present invention has been described in more detail through the above embodiments, the present invention is not limited to the above embodiments, and may include more other equivalent embodiments without departing from the concept of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims

1. A method for presenting a scattering scene in a shooting game, characterized in that: include: Monitor the current game state of the game character in the current frame of the scattering scene, where the game state includes stop shooting and start shooting; Determine current scattering information of the scattering scene in the current frame according to the current game state and previous scattering information of the scattering scene in the previous frame; Controlling the shooting crosshairs in the scattering scene to be presented in the aiming range corresponding to the current scattering information; The scattering information includes a scattering range value of a scattering scene and a corresponding bullet quantity in a shooting state of a corresponding frame.

2. The method according to claim 1, characterized in that The determining, according to the current game state and the previous scattering information of the scattering scene in the previous frame, current scattering information of the scattering scene in the current frame includes: Obtaining a previous game state of the game character in a previous frame of the scattering scene; If the current game state is to stop shooting, then according to the previous scattering information combined with the range recovery rule corresponding to the previous game state, determine the current scattering information of the scattering scene in the current frame; If the current game state is shooting, then according to the previous game state and the previous scattering information, the current scattering information of the scattering scene in the current frame is determined by a range expansion rule; The range recovery rule is different from the range expansion rule.

3. The method according to claim 2, characterized in that Determining the current scattering information of the scattering scene in the current frame according to the previous scattering information combined with the range recovery rule corresponding to the previous game state includes: If the previous game state is to stop shooting, obtaining predetermined scatter recovery information; If the previous game state is shooting, determining scattering recovery information for scattering recovery according to the previous scattering information; According to the previous scattering information and the determined scattering recovery information, current scattering information of the scattering scene in the current frame is determined.

4. The method according to claim 3, characterized in that The determining, according to the previous scattering information, scattering recovery information used for scattering recovery comprises: Determine the quotient of the last scattering range value in the last scattering information and the set range recovery speed as the recovery time required for scattering recovery; The quotient of the last scattered bullet amount in the last scattering information and the time required for recovery is determined as the bullet amount recovery speed of scattering recovery; The range recovery speed and the bullet amount recovery speed are used as scatter recovery information for scatter recovery.

5. The method according to claim 3, characterized in that: The determining, according to the previous scattering information and the determined scattering recovery information, current scattering information possessed by the scattering scene in the current frame includes: Extracting the last scattering range value and the last scattering bullet amount in the last scattering information, and extracting the range recovery speed and bullet amount recovery speed in the scattering recovery information; Determine a first product value of the range recovery speed and a set interval threshold, and a second product value of the ammunition recovery speed and the set interval threshold; Using the difference between the previous scattering range value and the first product value as the current scattering range value, and using the difference between the previous scattering bomb amount and the second product value as the current scattering bomb amount; The current scattering range value and the current scattering bomb quantity are determined as current scattering information of the scattering scene in the current frame.

6. The method according to claim 2, characterized in that The determining, according to the previous game state and the previous scattering information through a range expansion rule, current scattering information of the scattering scene in the current frame includes: If the previous game state is to stop shooting, the previous scattering information is determined as the current scattering information of the scattering scene in the current frame; or, According to the previous scattering information and preset scattering association information, current scattering information of the scattering scene in the current frame is determined.

7. The method according to claim 6, characterized in that The determining, according to the previous scattering information and preset scattering association information, current scattering information possessed by the scattering scene in the current frame includes: Extracting the last scattered bomb amount in the last scattering information, and adding 1 to the last scattered bomb amount as the current scattered bomb amount; Searching for preset scattering association information, and determining a target range value matching the current scattering bomb quantity as a current scattering range value; The current scattering range value and the current scattering bomb quantity are determined as current scattering information of the scattering scene in the current frame.

8. The method according to any one of claims 1 to 7, characterized in that: The controlling the shooting crosshairs in the scattering scene to be presented in the aiming range corresponding to the current scattering information includes: Obtaining the equipment coordinate points of the shooting equipment held by the game character and the center point of the shooting crosshairs in the scattering scene, and extracting the current scattering range value in the current scattering information; According to the equipment coordinate point, the center point of the crosshair and the current scattering range value, the aiming range of the shooting crosshair in the scattering scene is determined, and the aiming range is highlighted in a set form.

9. The method according to claim 8, characterized in that The step of determining the aiming range of the shooting crosshair in the scattering scene according to the equipment coordinate point, the crosshair center point, and the current scattering range value includes: A shooting reference line formed by connecting the equipment coordinate point and the sight coordinate point, and a shooting edge line set passing through the equipment coordinate point and having an angle with the shooting reference line equal to the current scattering range value; Determine a circular area formed by the intersection of each shooting edge line in the shooting edge line set and the plane to which the shooting crosshair belongs; The circular area is used as the aiming range of the shooting crosshairs in the scattering scene.

10. A scattering scene presentation device in a shooting game, characterized in that: include: A state monitoring module is used to monitor the current game state of the game character in the current frame of the scattering scene; An information determination module, used to determine the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame; wherein the scattering information includes the scattering range value of the scattering scene and the corresponding bullet quantity in the shooting state of the corresponding frame; The effect presentation module is used to control the shooting crosshairs in the scattering scene to be presented in the aiming range corresponding to the current scattering information.

11. A computer device, characterized in that: include: memory and one or more processors; The memory is used to store one or more programs; When the one or more programs are executed by the one or more processors, the one or more processors implement the method according to any one of claims 1 to 9.

12. A storage medium containing computer executable instructions, characterized in that: The computer executable instructions are used to perform the method according to any one of claims 1 to 9 when executed by a computer processor.

Citation Information

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