Method, device and terminal equipment for displaying information in a game

By displaying a crosshair and impact point marker in shooting games, and calculating and displaying the impact point position information based on the relative positional relationship between the virtual shooting prop and the shooting target, the problem of the auxiliary aiming function affecting the realism in existing technologies is solved, and the effect of improving the player's operating skills is achieved without affecting the experience.

CN114602188BActive Publication Date: 2026-05-05NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2022-04-20
Publication Date
2026-05-05

AI Technical Summary

Technical Problem

While the aim assist features in existing shooting games improve shooting accuracy, they also affect the realism of the game and the improvement of players' skills, resulting in no real improvement in players' operating skills.

Method used

By displaying the crosshair and impact point markers in the aiming interface during gameplay, and calculating and displaying the impact point position information based on the relative positional relationship between the virtual shooting tool and the target, players can intuitively understand the difference between the crosshair and the impact point, thus improving their operational skills.

Benefits of technology

Without compromising the shooting experience, it assists players in improving their operational skills, enhances the realism and accuracy of shooting, and reduces reliance on external force corrections.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This disclosure provides a method, apparatus, and terminal device for displaying information in a game, including: displaying an aiming interface based on the accessory of a target virtual shooting prop, the aiming interface including a crosshair corresponding to the accessory; determining a shooting target located in the virtual scene; determining impact point information based on the relative positional relationship between the target virtual shooting prop and the shooting target, the impact point information being used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene; and controlling the display of an impact point marker corresponding to the impact point information on the aiming interface. This disclosure can assist players in improving their operational skills while ensuring the player's shooting experience.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and in particular to a method, apparatus, and terminal device for displaying information in a game. Background Technology

[0002] Currently, to provide players with a more realistic shooting experience, shooting games typically simulate real bullet trajectories, leading to a discrepancy between the aiming point and the actual bullet impact point, which increases the game's difficulty to some extent. Therefore, most aim assist functions proposed by related technologies utilize algorithms to compensate for the player's technical shortcomings, such as increasing the bullet detection radius, altering the bullet's trajectory, and using image recognition technology to lock onto enemies. However, these aim assist functions merely correct player operational deficiencies using external forces; they do not actually improve the player's skill level and also distort the player's shooting experience. Summary of the Invention

[0003] In view of this, the purpose of this disclosure is to provide a method, device and terminal equipment for displaying information in a game, which can help players improve their operation skills while ensuring the player's shooting experience.

[0004] In a first aspect, embodiments of this disclosure provide a method for displaying information in a game, providing a graphical user interface through a terminal device. The game screen displayed by the graphical user interface includes at least a portion of a virtual scene. The method includes: displaying an aiming interface based on accessory props of a target virtual shooting prop, the aiming interface including a crosshair corresponding to the accessory prop; determining a shooting target located in the virtual scene; determining landing point information based on the relative positional relationship between the target virtual shooting prop and the shooting target, the landing point information being used to characterize the estimated shooting position of a sub-prop of the target virtual shooting prop in the game scene; and controlling the display of a landing point marker corresponding to the landing point information in the aiming interface.

[0005] In one embodiment, the step of displaying the aiming interface based on the accessory props of the target virtual shooting prop includes: providing at least one candidate virtual shooting prop through the graphical user interface; in response to a selection operation for the candidate virtual shooting prop, determining the target virtual shooting prop and judging whether the prop type of the target virtual shooting prop belongs to a preset prop type; if so, displaying the aiming interface based on the accessory props of the target virtual shooting prop.

[0006] In one embodiment, the step of determining the impact point location information based on the relative positional relationship between the target virtual shooting prop and the shooting target includes: responding to a shooting adjustment operation on the target virtual shooting prop, determining a first shooting angle of the target virtual shooting prop; acquiring preset parameters; wherein the preset parameters include a friction coefficient, a gravity parameter, and a shooting initial velocity parameter; calculating the relative positional relationship between the target virtual shooting prop and the shooting target based on the first shooting angle and the preset parameters; and determining the impact point location information based on the relative positional relationship.

[0007] In one embodiment, the step of calculating the relative positional relationship between the target virtual shooting prop and the shooting target based on the first shooting angle and the preset parameters includes: calculating a first horizontal distance value between a designated component of the target virtual shooting prop and the shooting target based on the first shooting angle, the friction coefficient, and the initial shooting velocity parameter; and calculating a vertical distance value between the shooting position and the designated component based on the first shooting angle, the gravity parameter, and the initial shooting velocity parameter; wherein the relative positional relationship includes the first horizontal distance value and / or the vertical distance value.

[0008] In one embodiment, the step of controlling the display of a landing point marker corresponding to the landing point location information in the aiming interface includes: obtaining a second horizontal distance value between the virtual camera of the virtual scene and the accessory prop; wherein the virtual camera captures the virtual scene from a first-person perspective; calculating a third horizontal distance value between the virtual camera and the shooting position based on the first horizontal distance value and the second horizontal distance value; determining the marker position information of the landing point marker corresponding to the landing point location information based on the second horizontal distance value, the third horizontal distance value, the vertical distance value, and the radius value of the accessory prop; and displaying the landing point marker in the aiming interface according to the marker position information.

[0009] In one embodiment, the method further includes: determining shooting trajectory information based on the relative positional relationship between the target virtual shooting prop and the shooting target; and controlling the display of the shooting trajectory information in the graphical user interface.

[0010] In one embodiment, the step of determining the firing trajectory information based on the relative positional relationship between the target virtual firing prop and the firing target includes: responding to a firing adjustment operation on the target virtual firing prop, determining a second firing angle of the target virtual firing prop; calculating the relative positional relationship between the target virtual firing prop and the firing target based on the second firing angle and preset parameters; and determining the firing trajectory information based on the second firing angle and the relative positional relationship.

[0011] In one embodiment, the step of controlling the display of the shooting trajectory information in the graphical user interface further includes: providing a trajectory viewing control through the graphical user interface; responding to a trigger operation on the trajectory viewing control, controlling a virtual camera in the virtual scene to capture the virtual scene from a third-person perspective; and providing the shooting trajectory information through the graphical user interface.

[0012] In one embodiment, after the step of controlling the display of a landing point identifier corresponding to the landing point location information in the aiming interface, the method further includes: responding to a switching operation for the target virtual shooting tool, switching the target virtual shooting tool; and exiting the aiming interface if the tool type of the switched target virtual shooting tool does not belong to the preset tool type.

[0013] Secondly, this disclosure also provides a device for displaying information in a game, providing a graphical user interface through a terminal device. The game screen displayed by the graphical user interface includes at least a portion of a virtual scene. The device includes: an interface display module, used to display an aiming interface based on the accessory props of a target virtual shooting prop, the aiming interface including a crosshair corresponding to the accessory prop; a landing point determination module, used to determine a shooting target located in the virtual scene, and determine landing point position information based on the relative positional relationship between the target virtual shooting prop and the shooting target, the landing point position information being used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene; and an identification display module, used to control the display of landing point identifications corresponding to the landing point position information in the aiming interface.

[0014] Thirdly, embodiments of this disclosure also provide a terminal device, including a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method described in any of the first aspects.

[0015] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the method described in any of the first aspects.

[0016] This disclosure provides a method, apparatus, and terminal device for displaying information in a game. First, an aiming interface is displayed based on the accessory of a target virtual shooting item. This aiming interface includes a crosshair corresponding to the accessory. Then, a shooting target located in the virtual scene is determined, and the landing point information is determined based on the relative positional relationship between the target virtual shooting item and the shooting target. This information is used to represent the estimated shooting position of the sub-item of the target virtual shooting item in the game scene. Finally, the landing point marker corresponding to the landing point position information is displayed on the aiming interface. This method can determine the landing point position information representing the estimated shooting position based on the relative positional relationship between the target virtual shooting item and the shooting target. Therefore, the difference between the landing point marker and the crosshair marker corresponding to the landing point position information can be intuitively displayed on the aiming interface. This disclosure does not require external force to correct the player's operational defects, but rather assists the player in improving their operational skills without affecting the player's shooting experience.

[0017] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0018] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0019] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0020] Figure 1 A flowchart illustrating a method for displaying information in a game, provided in an embodiment of this disclosure;

[0021] Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this disclosure;

[0022] Figure 3A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0023] Figure 4 A schematic diagram of a firing trajectory provided for an embodiment of this disclosure;

[0024] Figure 5 A schematic diagram of another firing trajectory provided for an embodiment of this disclosure;

[0025] Figure 6 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0026] Figure 7 A schematic diagram of another graphical user interface provided in an embodiment of this disclosure;

[0027] Figure 8 This is a schematic diagram of the structure of a device for displaying information in a game, provided in an embodiment of the present disclosure;

[0028] Figure 9 This is a schematic diagram of the structure of a terminal device provided in an embodiment of this disclosure. Detailed Implementation

[0029] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.

[0030] Currently, the difficulty for novice players in shooting games lies in accurately hitting targets. Shooting games offer players a variety of firearms, among which sniper rifles demand high accuracy. Novice players often need to guess the bullet's trajectory to improve their sniper rifle skills, which is difficult and not intuitive. Related technologies propose an aiming assistance function that, by increasing the bullet's detection radius and altering its trajectory, makes the player feel as if the crosshair is "attached" to the target, as seen in mobile games and PS4 (PlayStation 4) shooting games (e.g., LifeAfter). Other related technologies propose an aiming assistance function that uses image recognition technology to lock onto enemies for shooting assistance, as seen in some PC games (e.g., Titanfall 2).

[0031] The aforementioned aim assist function merely corrects the player's operational flaws using external force; the player's operational skills are not actually improved. Moreover, the aforementioned aim assist function distorts the shooting experience of the game. For example, the player can hit the target even without aiming, giving it a certain magical quality. Therefore, it is not suitable for some shooting games that pursue a realistic style.

[0032] Based on this, the present disclosure provides a method, device, and terminal equipment for displaying information in a game, which can help players improve their operational skills while ensuring the shooting experience.

[0033] In one embodiment of this disclosure, the method for displaying game information can run on a local terminal device or a server. When the method for displaying game information runs on a server, it can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0034] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of information display methods in the game are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0035] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0036] In one possible implementation, this disclosure provides a method for displaying information in a game, which provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0037] The technical solutions of this application will be described in detail below with specific embodiments. These specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments.

[0038] To facilitate understanding of this embodiment, a method for displaying information in a game, as disclosed in this embodiment, will first be described in detail. A graphical user interface (GUI) is provided through a terminal device, and the game screen displayed by the GUI includes at least a portion of a virtual scene. (See also...) Figure 1 The diagram shows a method for displaying information in a game, which mainly includes the following steps S102 to S106:

[0039] Step S102: Display the aiming interface based on the accessory of the target virtual shooting prop. The aiming interface includes the crosshair corresponding to the accessory. Optionally, the accessory can be a scope, and the target virtual shooting prop can be a sniper rifle, etc. In one embodiment, multiple candidate virtual shooting props can be provided in the graphical user interface. In response to a selection operation for a candidate virtual shooting prop, the target virtual shooting prop is determined. If the target virtual shooting prop is equipped with an accessory, the aiming interface will be displayed through the graphical user interface.

[0040] Step S104: Determine the shooting target located in the virtual scene. Based on the relative positional relationship between the target virtual shooting prop and the shooting target, determine the impact point location information. The impact point location information is used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene. Among them, the sub-props can be bullets, shells, etc.

[0041] In one implementation, a shooting practice mode can be entered, where the landing location information of sub-items can be determined, thereby assisting players in improving their operational skills. In another implementation, auxiliary functions or auxiliary items can be pre-set. Taking auxiliary functions as an example, a corresponding function control can be provided through a graphical user interface. In the player's normal gameplay, responding to the trigger operation of this function control determines the landing location information of sub-items, thereby reducing the game's difficulty. Taking auxiliary items as an example, in the player's normal gameplay, if the player does not acquire an auxiliary item, the landing location information of sub-items cannot be determined. However, once the player acquires the auxiliary item, they can use it to obtain the landing location information of the sub-items. For example, the cooldown time (CD) of the auxiliary item can be set, such as a 3-minute cooldown for each use. Alternatively, the auxiliary item can be set as a consumable item with N uses. The auxiliary item will be destroyed when the player uses it for the Nth time. If the player still needs to determine the landing location of the sub-item, they need to acquire the auxiliary item again. This significantly enriches the game content and increases the fun of the game.

[0042] In practical implementation, it can respond to shooting adjustment operations for the target virtual shooting prop, adjust the shooting angle of the target virtual shooting prop, and calculate the relative positional relationship between the target virtual shooting prop and the shooting target based on the adjusted shooting angle and preset parameters, thereby determining the landing point position information.

[0043] Step S106: Control the display of a landing point marker corresponding to the landing point location information in the aiming interface. The landing point marker is the same marker that corresponds to the landing point location information when displayed in the accessory item. In one implementation, when the virtual camera in the virtual scene is in first-person view, a crosshair marker and a landing point marker can be displayed in the aiming interface to allow players to understand the difference between the crosshair marker and the landing point marker, thereby better assisting players in improving their skill level.

[0044] The method for displaying game information provided in this embodiment can determine the landing point information used to represent the estimated shooting position based on the relative positional relationship between the target virtual shooting prop and the shooting target. This allows the difference between the landing point marker and the crosshair marker corresponding to the landing point information to be displayed intuitively in the aiming interface. This embodiment does not require external force to correct the player's operational defects, but rather assists the player in improving their operational level without affecting the player's shooting experience.

[0045] To facilitate understanding of the aforementioned step S102, this disclosure provides an implementation method for displaying the aiming interface based on the accessory props of the target virtual shooting prop, as shown in (1) to (3) below:

[0046] (1) Provide at least one candidate virtual shooting prop through a graphical user interface. For example, assume that the candidate virtual shooting props provided by the graphical user interface include prop 1, prop 2 and prop 3.

[0047] (2) In response to a selection operation for a candidate virtual shooting item, determine the target virtual shooting item and whether its item type belongs to a preset target item type. The target item type can be categorized by whether it is equipped with attachments or by its range. For example, virtual shooting items with a range greater than a preset threshold can be grouped into one category, and vice versa. For instance, assuming a user selects item 1, determine whether item 1 is equipped with attachments. If it is, it is determined to belong to the target item type; otherwise, it is determined not to belong to the target item type. For example, because sniper rifles have a long range and the bullet deviation effect is more pronounced, sniper rifles are usually equipped with attachments, and therefore, sniper rifles belong to the target item type.

[0048] (3) If so, display the aiming interface based on the accessory of the target virtual shooting prop. For example, if prop 1 is a target prop type, the aiming interface will be displayed through the graphical user interface.

[0049] In one implementation, taking a pre-configured shooting practice mode as an example, a mode activation control can be provided through a graphical user interface. When the player clicks the mode activation control, the shooting practice mode will be entered. Alternatively, multiple candidate virtual shooting props can be provided through a graphical user interface. When the target virtual shooting prop selected by the player belongs to the target prop type, the shooting practice mode will be automatically triggered. Or, a mode activation control and multiple candidate virtual shooting props can be provided through a graphical user interface. When the target virtual shooting prop selected by the player belongs to the target prop type, the mode activation condition is determined to be met, and when the player clicks the mode activation control, the shooting practice mode will be entered. Based on this, the embodiments of this disclosure provide a method such as... Figure 2 The diagram shown is a graphical user interface. Figure 2 The graphical user interface (GUI) displays a virtual scene and a target, along with the virtual shooting tools, accessories, and aiming interface. The GUI also provides a mode activation control: "Aim Assist." Furthermore, responding to a trigger on the mode activation control allows entry into a shooting practice mode. For example, when the player clicks the mode activation control, shooting practice mode will be entered; see [link to details]. Figure 3The diagram shows another graphical user interface, which also provides a trajectory viewing control "View Trajectory" and a mode exit control "Turn Off Assistance". Optionally, if item 1 is not a target item type, or if item 1 is a target item type and no player click on the mode activation control is detected, the shooting practice mode will not be entered, and the player will operate the target virtual shooting item in the normal way.

[0050] In one implementation, taking a pre-configured auxiliary function corresponding function control as an example, in normal game mode, if the player clicks the function control, the landing point information will be determined according to the relative positional relationship between the target virtual shooting prop and the shooting target, thereby improving the player's shooting accuracy and assisting the player in improving their own operation level. If the player clicks the function control again, the determination of the landing point information can be cancelled, and the player will operate the target virtual shooting prop in the normal way, improving the player's operation experience.

[0051] In one implementation, taking pre-configured auxiliary items as an example, in normal game mode, auxiliary items can be randomly refreshed in the virtual scene. Players can discover and pick up auxiliary items during the game. If the use of an auxiliary item is detected, the landing point information will be determined based on the relative positional relationship between the target virtual shooting item and the shooting target. Optionally, the auxiliary item can be configured with an effective duration, such as the landing point information can be determined at any time within the next 2 minutes of using the auxiliary item. In this way, the auxiliary item significantly enriches the game content and increases the fun of the game.

[0052] Based on the foregoing embodiments, for step S104, this disclosure also provides some implementation methods for determining the landing point location information based on the relative positional relationship between the target virtual shooting prop and the shooting target, see steps a1 to a4 below:

[0053] Step a1: In response to a shooting adjustment operation for the target virtual shooting prop, determine the first shooting angle α of the target virtual shooting prop. In one embodiment, the graphical user interface can provide adjustment controls, which the player can drag to adjust the first shooting angle α.

[0054] Step a2: Obtain preset parameters. These preset parameters include the friction coefficient μ, the gravity parameter G, and the initial firing velocity parameter V. The friction coefficient μ can be calculated based on the drag parameter F and the bullet weight m, where F = mμ.

[0055] Step a3: Calculate the relative positional relationship between the virtual shooting prop and the shooting target based on the first shooting angle and preset parameters. The relative positional relationship includes a first horizontal distance value and / or a first vertical distance value. For easier understanding, see [link to relevant documentation]. Figure 4 The diagram shown illustrates a shooting trajectory. Figure 4 The diagram illustrates the horizontal angle (i.e., the first firing angle α) when the virtual shooting prop fires a bullet, the initial velocity parameter V of the bullet, the drag parameter F and the gravity parameter G experienced by the bullet, and also... Figure 4 The diagram also illustrates the first horizontal distance S1 between a designated component of the virtual shooting prop (e.g., the muzzle) and the target, the vertical distance h1 between the bullet's firing position and the muzzle, and the vertical distance H1 between the center of the accessory prop and the muzzle. In practical applications, the gravity parameter G, drag parameter F, and initial firing velocity parameter V should be preset by the program, and these values ​​should be fixed for the same environment and the same type of firearm.

[0056] exist Figure 4 Based on this, the present disclosure provides an implementation method for determining relative positional relationships, as described in steps a3-1 to a3-2 below:

[0057] Step a3-1: Based on the first firing angle, friction coefficient, and initial firing velocity parameters, calculate the first horizontal distance between the designated component of the virtual firing prop and the firing target. In practical applications, the bullet motion can be abstracted as uniformly accelerated motion. Referring to the basic formula s=v0t+0.5at2, the first horizontal distance S1 can be calculated.

[0058] S1=cosαVt-0.5μt2, where t is the time it takes for the bullet to travel.

[0059] Step a3-2: Based on the first firing angle, gravity parameters, and initial firing velocity parameters, calculate the vertical distance between the firing position of the target virtual firing prop and the designated component. In practical applications, the vertical distance value h1 is represented as follows:

[0060] H1=sinαVt-0.5gt 2 .

[0061] Step a4: Determine the impact point location information based on the relative positional relationship. In one embodiment, based on determining the first horizontal distance S1 and the vertical distance value h1, the coordinates of the firing position can be obtained, which are the impact point location information.

[0062] Based on the foregoing embodiments, this disclosure also provides an implementation method for controlling the display of a landing point identifier corresponding to the landing point position information in the aiming interface. For example, see... Figure 5 A schematic diagram of another firing trajectory is shown. Figure 5This illustration shows that, from the player's perspective, the attachments provide bullet impact point information. For ease of understanding, this embodiment also provides an implementation method for controlling the display of impact point markers corresponding to the impact point information in the aiming interface, as shown in steps 1 to 4 below:

[0063] Step 1: Obtain the second horizontal distance value between the virtual camera and the accessory props in the virtual scene. The virtual camera captures the virtual scene from a first-person perspective. Please continue to the next step. Figure 5 , Figure 5 The second horizontal distance value S2 between the virtual camera and the accessory props is also shown.

[0064] Step 2: Based on the first and second horizontal distance values, calculate the third horizontal distance value between the virtual camera and the shooting position. Please continue to the next step. Figure 5 , Figure 5 The third horizontal distance value S3 between the virtual camera and the shooting position is also shown. Optionally, the third horizontal distance value S3 is equal to the sum of the first horizontal distance value S1 and the second horizontal distance value S2.

[0065] Step 3: Based on the second horizontal distance value, the third horizontal distance value, the vertical distance value, and the radius value of the accessory, determine the landing point marker corresponding to the landing point location information. The landing point marker's location information is also the vertical distance h2 between the shooting position and the edge of the accessory. Please continue to the next step. Figure 5 , Figure 5 The diagram also shows the radius H2 of the accessory and the vertical distance h2 between the shooting position and the edge of the accessory. In one embodiment, the landing point information can be calculated according to a proportional relationship.

[0066] Step 4: Display the landing point marker in the aiming interface based on the marker location information.

[0067] Based on the foregoing embodiments, the crosshair and impact point markers can be displayed separately through a graphical user interface. For example, see [link to example]. Figure 6 The diagram illustrates another graphical user interface. When the virtual camera is in first-person view, the player can observe a crosshair and a landing point marker displayed within the aiming range of the accessory. The landing point marker indicates the expected descent position of the bullet, visually representing the difference between the crosshair and the landing point marker. In practical implementation, the presentation of the crosshair and landing point markers (including shape, color, animation, etc.) can be set based on actual needs, as long as the player can intuitively perceive the landing point marker. This disclosed embodiment does not impose any limitations on this.

[0068] In another implementation, the firing trajectory information can be determined based on the relative positional relationship between the virtual firing tool and the firing target, and the firing trajectory information can be displayed in the graphical user interface. Specifically, see steps b1 to b3 below:

[0069] Step b1: In response to the firing adjustment operation for the target virtual firing prop, determine the second firing angle of the target virtual firing prop. See step a1 above for details; this embodiment does not limit the scope of the invention.

[0070] Step b2: Calculate the relative positional relationship between the virtual shooting prop and the shooting target based on the second shooting angle and preset parameters.

[0071] Step b3: Determine the firing trajectory information based on the second firing angle and relative position relationship. The firing trajectory information refers to the ballistic trajectory of the target virtual firing prop when it fires bullets or other props. In practical implementation, since the bullet's travel time is known, the bullet's firing trajectory information can be calculated based on the basic formula provided in the aforementioned embodiment, combined with the second firing angle and relative position relationship.

[0072] Building upon the aforementioned embodiments, when displaying shooting assistance information via a graphical user interface (GUI), a trajectory viewing control can be provided through the GUI. Then, in response to a trigger operation on the trajectory viewing control, a virtual camera in the virtual scene is controlled to capture images of the virtual scene from a third-person perspective. Finally, shooting trajectory information is provided through the GUI. Please continue to the next section. Figure 3 , Figure 3 The illustration shows a graphical user interface with a trajectory viewing control called "View Ballistics." When the player clicks on this control, the virtual camera's perspective switches to a third-person view, allowing the player to observe the complete firing trajectory information. See also [example description missing]. Figure 7 The diagram shows another graphical user interface where, when the virtual camera is in third-person view, the player can observe the complete shooting trajectory information.

[0073] Optionally, after displaying the landing point marker corresponding to the landing point location information in the aiming interface, the system can also respond to the switching operation of the target virtual shooting item, switching the target virtual shooting item. If the item type of the switched target virtual shooting item does not belong to the preset item type, the aiming interface will exit. For example, assuming that the candidate virtual shooting items provided by the graphical user interface include item 1, item 2, and item 3, if item 1 and item 2 belong to the preset target item type, and item 3 does not belong to the preset target item type, then when the system detects the player switching from item 1 to item 2, the aiming interface will continue to be displayed; if the system detects the player switching from item 1 to item 2, the aiming interface will exit.

[0074] Taking the exit from the aforementioned shooting practice mode as an example, the shooting practice mode can be exited in response to an exit operation for the shooting practice mode. In a specific implementation: (1) In response to a switching operation for the target virtual shooting prop, the target virtual shooting prop is switched. In practical applications, the graphical user interface can also display other candidate virtual shooting props besides the target virtual shooting prop. When the user selects a candidate virtual shooting prop, the candidate virtual shooting prop is used as the new target virtual shooting prop; (2) It is determined whether the prop type of the switched target virtual shooting prop belongs to the preset target prop type; (3) If not, the shooting practice mode is exited; if yes, the shooting practice mode remains unchanged. For example, assuming that only sniper rifles belong to the target prop type in the game, that is, the game provides auxiliary practice functions for sniper rifles, the shooting practice mode will be exited directly when the player switches to other firearms.

[0075] Taking the aforementioned auxiliary function as an example, if a player switches to a virtual shooting item that is not of the target item type while the auxiliary function is activated, the auxiliary function will be automatically deactivated. Similarly, taking the aforementioned auxiliary item as an example, if a player switches to a virtual shooting item that is not of the target item type while using the auxiliary item, the auxiliary item will become ineffective until the player switches to a virtual shooting item of the target item type, thus effectively simplifying the player's operational complexity.

[0076] The method for displaying game information provided in this disclosure, through a shooting practice mode, helps players effectively improve their sniper rifle operation skills. Compared to the prior art where players rely on feeling to train their shooting skills, this disclosure allows players to train their shooting skills with reference, intuitively showing the difference between the crosshair position information and the impact point information, enabling players to form a clear concept, deepen muscle memory through practice in the training field, and thus improve the sniping accuracy in actual combat.

[0077] Regarding the game information display method provided in the foregoing embodiments, this disclosure provides a game information display device that provides a graphical user interface through a terminal device. The game screen displayed by the graphical user interface includes at least a portion of a virtual scene. See [link to relevant documentation]. Figure 8 The diagram shows a structural schematic of a device for displaying information in a game. This device mainly includes the following parts:

[0078] The interface display module 802 is used to display the aiming interface according to the accessory props of the target virtual shooting props. The aiming interface includes the crosshair mark corresponding to the accessory props.

[0079] The landing point determination module 804 is used to determine the shooting target located in the virtual scene. Based on the relative positional relationship between the target virtual shooting prop and the shooting target, the landing point position information is determined. The landing point position information is used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene.

[0080] The marking display module 806 is used to control the display of landing point markings corresponding to the landing point position information in the aiming interface.

[0081] The game information display device provided in this embodiment can determine the landing point information used to represent the estimated shooting position based on the relative positional relationship between the target virtual shooting prop and the shooting target. Thus, the difference between the landing point marker and the crosshair marker corresponding to the landing point information can be intuitively displayed in the aiming interface. This embodiment does not require external force to correct the player's operation defects, but assists the player to improve their operation level without affecting the player's shooting experience.

[0082] In one embodiment, the interface display module 802 is further configured to: provide at least one candidate virtual shooting prop through a graphical user interface; in response to a selection operation for the candidate virtual shooting prop, determine the target virtual shooting prop and determine whether the prop type of the target virtual shooting prop belongs to a preset prop type; if so, display the aiming interface according to the accessory prop of the target virtual shooting prop.

[0083] In one embodiment, the impact point determination module 804 is further configured to: respond to a shooting adjustment operation for a target virtual shooting prop, determine a first shooting angle of the target virtual shooting prop; acquire preset parameters; wherein the preset parameters include a friction coefficient, a gravity parameter, and a shooting initial velocity parameter; calculate the relative positional relationship between the target virtual shooting prop and the shooting target based on the first shooting angle and the preset parameters; and calculate the impact point position information based on the relative positional relationship.

[0084] In one embodiment, the impact point determination module 804 is further configured to: calculate a first horizontal distance value between a designated component of the target virtual shooting prop and the shooting target based on a first shooting angle, a friction coefficient, and an initial shooting velocity parameter; and calculate a vertical distance value between the shooting position of the target virtual shooting prop and the designated component based on a first shooting angle, a gravity parameter, and an initial shooting velocity parameter; wherein the relative positional relationship includes the first horizontal distance value and / or the vertical distance value.

[0085] In one embodiment, the marker display module 806 is further configured to: acquire a second horizontal distance value between the virtual camera and the accessory prop in the virtual scene; wherein the virtual camera is in a first-person perspective; calculate a third horizontal distance value between the virtual camera and the shooting position based on the first horizontal distance value and the second horizontal distance value; determine the marker position information of the landing point marker corresponding to the landing point position information based on the second horizontal distance value, the third horizontal distance value, the vertical distance value and the radius value of the accessory prop; and display the landing point marker in the aiming interface according to the marker position information.

[0086] In one embodiment, the device further includes a trajectory display module, used to: determine shooting trajectory information based on the relative positional relationship between the target virtual shooting prop and the shooting target; and control the display of the shooting trajectory information in the graphical user interface.

[0087] In one embodiment, the trajectory display module is further configured to: respond to a shooting adjustment operation for a target virtual shooting prop, determine a second shooting angle of the target virtual shooting prop; calculate the relative positional relationship between the target virtual shooting prop and the shooting target based on the second shooting angle and preset parameters; and determine shooting trajectory information based on the second shooting angle and the relative positional relationship.

[0088] In one implementation, the trajectory display module is further configured to: provide a trajectory viewing control via a graphical user interface; respond to a trigger operation on the trajectory viewing control to control a virtual camera in the virtual scene to capture the virtual scene from a third-person perspective; and provide shooting trajectory information via a graphical user interface.

[0089] In one embodiment, the device further includes a switching module, configured to: switch the target virtual shooting tool in response to a switching operation for the target virtual shooting tool; and exit the aiming interface if the tool type of the switched target virtual shooting tool does not belong to the preset tool type.

[0090] The apparatus provided in this disclosure has the same implementation principle and technical effects as the aforementioned method embodiments. For the sake of brevity, any parts not mentioned in the apparatus embodiments can be referred to the corresponding content in the aforementioned method embodiments.

[0091] This disclosure provides a terminal device, specifically, the terminal device includes a processor and a storage device; the storage device stores a computer program, which is executed by the processor when it runs:

[0092] In one implementation, a graphical user interface is provided via a terminal device. The game screen displayed by the graphical user interface includes at least a portion of a virtual scene. The method includes: displaying an aiming interface based on the accessory props of the target virtual shooting prop, the aiming interface including a crosshair corresponding to the accessory prop; determining the shooting target located in the virtual scene; determining the landing point position information based on the relative positional relationship between the target virtual shooting prop and the shooting target, the landing point position information being used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene; and controlling the display of a landing point marker corresponding to the landing point position information in the aiming interface.

[0093] In one embodiment, the step of displaying an aiming interface based on the accessory props of a target virtual shooting prop includes: providing at least one candidate virtual shooting prop through a graphical user interface; in response to a selection operation for a candidate virtual shooting prop, determining a target virtual shooting prop and determining whether the prop type of the target virtual shooting prop belongs to a preset prop type; if so, displaying an aiming interface based on the accessory props of the target virtual shooting prop.

[0094] In one embodiment, the step of determining the impact point location information based on the relative positional relationship between the target virtual shooting prop and the shooting target includes: responding to a shooting adjustment operation on the target virtual shooting prop to determine a first shooting angle of the target virtual shooting prop; acquiring preset parameters; wherein the preset parameters include a friction coefficient, a gravity parameter, and a shooting initial velocity parameter; calculating the relative positional relationship between the target virtual shooting prop and the shooting target based on the first shooting angle and the preset parameters; and determining the impact point location information based on the relative positional relationship.

[0095] In one embodiment, the step of calculating the relative positional relationship between the virtual shooting prop and the shooting target based on a first shooting angle and preset parameters includes: calculating a first horizontal distance value between a designated part of the virtual shooting prop and the shooting target based on the first shooting angle, friction coefficient, and initial firing velocity parameters; and calculating a vertical distance value between the shooting position and the designated part based on the first shooting angle, gravity parameters, and initial firing velocity parameters; wherein the relative positional relationship includes the first horizontal distance value and / or the vertical distance value.

[0096] In one embodiment, the step of controlling the display of a landing point marker corresponding to the landing point location information in the aiming interface includes: obtaining a second horizontal distance value between a virtual camera and an accessory prop in a virtual scene; wherein the virtual camera captures the virtual scene from a first-person perspective; calculating a third horizontal distance value between the virtual camera and the shooting position based on the first and second horizontal distance values; determining the marker position information of the landing point marker corresponding to the landing point location information based on the second horizontal distance value, the third horizontal distance value, the vertical distance value, and the radius value of the accessory prop; and displaying the landing point marker in the aiming interface according to the marker position information.

[0097] In one embodiment, the method further includes: determining shooting trajectory information based on the relative positional relationship between the target virtual shooting prop and the shooting target; and controlling the display of the shooting trajectory information in a graphical user interface.

[0098] In one embodiment, the step of determining the firing trajectory information based on the relative positional relationship between the target virtual firing prop and the firing target includes: responding to a firing adjustment operation on the target virtual firing prop, determining a second firing angle of the target virtual firing prop; calculating the relative positional relationship between the target virtual firing prop and the firing target based on the second firing angle and preset parameters; and determining the firing trajectory information based on the second firing angle and the relative positional relationship.

[0099] In one implementation, the step of controlling the display of shooting trajectory information in a graphical user interface further includes: providing a trajectory viewing control through the graphical user interface; responding to a trigger operation on the trajectory viewing control, controlling a virtual camera in the virtual scene to capture the virtual scene from a third-person perspective; and providing the shooting trajectory information through the graphical user interface.

[0100] In one embodiment, after controlling the display of a landing point marker corresponding to the landing point location information in the aiming interface, the method further includes: responding to a switching operation for a target virtual shooting tool, switching the target virtual shooting tool; and exiting the aiming interface if the tool type of the switched target virtual shooting tool does not belong to a preset tool type.

[0101] The aforementioned terminal device can determine the landing point information used to represent the estimated shooting position based on the relative positional relationship between the target virtual shooting prop and the shooting target. Thus, the difference between the landing point marker and the crosshair marker corresponding to the landing point information can be intuitively displayed in the aiming interface. This embodiment of the present disclosure does not require external force to correct the player's operation defects, but assists the player to improve their operation level without affecting the player's shooting experience.

[0102] The specific implementation of the method for displaying information in the game as described in this embodiment is also applicable to the aforementioned implementation of the method for displaying information in the game, so it will not be repeated here.

[0103] Figure 9 This is a schematic diagram of the structure of a terminal device provided in an embodiment of the present disclosure. The terminal device 100 includes: a processor 90, a memory 91, a bus 92, and a communication interface 93. The processor 90, the communication interface 93, and the memory 91 are connected through the bus 92. The processor 90 is used to execute executable modules, such as computer programs, stored in the memory 91.

[0104] The memory 91 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 93 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc.

[0105] Bus 92 can be an ISA bus, PCI bus, or EISA bus, etc. Buses can be divided into address buses, data buses, control buses, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0106] The memory 91 is used to store the program. After receiving the execution instruction, the processor 90 executes the program. The method executed by the device for the flow process definition disclosed in any of the foregoing embodiments of this disclosure can be applied to the processor 90 or implemented by the processor 90.

[0107] The processor 90 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 90 or by instructions in software form. The processor 90 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the field, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 91, and processor 90 reads the information from memory 91 and, in conjunction with its hardware, completes the steps of the above method.

[0108] The computer program product of the readable storage medium provided in this disclosure includes a computer-readable storage medium storing program code, the program code including instructions that can be executed:

[0109] In one implementation, a graphical user interface is provided via a terminal device. The game screen displayed by the graphical user interface includes at least a portion of a virtual scene. The method includes: displaying an aiming interface based on the accessory props of the target virtual shooting prop, the aiming interface including a crosshair corresponding to the accessory prop; determining the shooting target located in the virtual scene; determining the landing point position information based on the relative positional relationship between the target virtual shooting prop and the shooting target, the landing point position information being used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene; and controlling the display of a landing point marker corresponding to the landing point position information in the aiming interface.

[0110] In one embodiment, the step of displaying an aiming interface based on the accessory props of a target virtual shooting prop includes: providing at least one candidate virtual shooting prop through a graphical user interface; in response to a selection operation for a candidate virtual shooting prop, determining a target virtual shooting prop and determining whether the prop type of the target virtual shooting prop belongs to a preset prop type; if so, displaying an aiming interface based on the accessory props of the target virtual shooting prop.

[0111] In one embodiment, the step of determining the impact point location information based on the relative positional relationship between the target virtual shooting prop and the shooting target includes: responding to a shooting adjustment operation on the target virtual shooting prop to determine a first shooting angle of the target virtual shooting prop; acquiring preset parameters; wherein the preset parameters include a friction coefficient, a gravity parameter, and a shooting initial velocity parameter; calculating the relative positional relationship between the target virtual shooting prop and the shooting target based on the first shooting angle and the preset parameters; and determining the impact point location information based on the relative positional relationship.

[0112] In one embodiment, the step of calculating the relative positional relationship between the virtual shooting prop and the shooting target based on a first shooting angle and preset parameters includes: calculating a first horizontal distance value between a designated part of the virtual shooting prop and the shooting target based on the first shooting angle, friction coefficient, and initial firing velocity parameters; and calculating a vertical distance value between the shooting position and the designated part based on the first shooting angle, gravity parameters, and initial firing velocity parameters; wherein the relative positional relationship includes the first horizontal distance value and / or the vertical distance value.

[0113] In one embodiment, the step of controlling the display of a landing point marker corresponding to the landing point location information in the aiming interface includes: obtaining a second horizontal distance value between a virtual camera and an accessory prop in a virtual scene; wherein the virtual camera captures the virtual scene from a first-person perspective; calculating a third horizontal distance value between the virtual camera and the shooting position based on the first and second horizontal distance values; determining the marker position information of the landing point marker corresponding to the landing point location information based on the second horizontal distance value, the third horizontal distance value, the vertical distance value, and the radius value of the accessory prop; and displaying the landing point marker in the aiming interface according to the marker position information.

[0114] In one embodiment, the method further includes: determining shooting trajectory information based on the relative positional relationship between the target virtual shooting prop and the shooting target; and controlling the display of the shooting trajectory information in a graphical user interface.

[0115] In one embodiment, the step of determining the firing trajectory information based on the relative positional relationship between the target virtual firing prop and the firing target includes: responding to a firing adjustment operation on the target virtual firing prop, determining a second firing angle of the target virtual firing prop; calculating the relative positional relationship between the target virtual firing prop and the firing target based on the second firing angle and preset parameters; and determining the firing trajectory information based on the second firing angle and the relative positional relationship.

[0116] In one implementation, the step of controlling the display of shooting trajectory information in a graphical user interface further includes: providing a trajectory viewing control through the graphical user interface; responding to a trigger operation on the trajectory viewing control, controlling a virtual camera in the virtual scene to capture the virtual scene from a third-person perspective; and providing the shooting trajectory information through the graphical user interface.

[0117] In one embodiment, after controlling the display of a landing point marker corresponding to the landing point location information in the aiming interface, the method further includes: responding to a switching operation for a target virtual shooting tool, switching the target virtual shooting tool; and exiting the aiming interface if the tool type of the switched target virtual shooting tool does not belong to a preset tool type.

[0118] The aforementioned readable storage medium can determine the landing point information used to characterize the estimated shooting position based on the relative positional relationship between the target virtual shooting prop and the shooting target. Thus, the difference between the landing point marker and the crosshair marker corresponding to the landing point information can be intuitively displayed in the aiming interface. This embodiment of the present disclosure does not require external force to correct the player's operation defects, but assists the player to improve their operation level without affecting the player's shooting experience.

[0119] The specific implementation of the method for displaying information in the game as described in this embodiment is also applicable to the aforementioned implementation of the method for displaying information in the game, so it will not be repeated here.

[0120] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0121] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.

Claims

1. A method for displaying information in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, wherein the game screen displayed by the GUI includes at least a portion of a virtual scene, and the method comprises: The aiming interface is displayed according to the accessory props of the target virtual shooting prop, and the aiming interface includes the crosshair mark corresponding to the accessory prop; Identify the shooting target located in the virtual scene, and determine the landing point location information based on the relative positional relationship between the target virtual shooting prop and the shooting target. The landing point location information is used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene. The aiming interface is controlled to display a landing point marker corresponding to the landing point location information. The step of determining the impact point location information based on the relative positional relationship between the target virtual shooting prop and the shooting target includes: In response to a firing adjustment operation on the target virtual firing prop, a first firing angle of the target virtual firing prop is determined; Obtain preset parameters; wherein, the preset parameters include friction coefficient, gravity parameter and initial firing velocity parameter; Based on the first firing angle, the friction coefficient, and the initial firing velocity parameters, calculate the first horizontal distance between the designated component of the target virtual firing prop and the firing target; Calculate the vertical distance between the firing position and the designated component based on the first firing angle, the gravity parameter, and the initial firing velocity parameter; The relative positional relationship includes a first horizontal distance value and / or a vertical distance value; The landing point location information is determined based on the relative positional relationship.

2. The method according to claim 1, characterized in that, The step of displaying the aiming interface based on the accessory props of the target virtual shooting prop includes: At least one candidate virtual shooting prop is provided through the graphical user interface; In response to the selection operation for the candidate virtual shooting prop, the target virtual shooting prop is determined, and it is determined whether the prop type of the target virtual shooting prop belongs to the preset prop type; If so, display the aiming interface according to the accessory props of the virtual shooting props for the target.

3. The method according to claim 1, characterized in that, The step of controlling the display of a landing point identifier corresponding to the landing point location information in the aiming interface includes: Obtain a second horizontal distance value between the virtual camera in the virtual scene and the accessory prop; wherein the virtual camera captures the virtual scene from a first-person perspective; Based on the first horizontal distance value and the second horizontal distance value, calculate the third horizontal distance value between the virtual camera and the shooting position; Based on the second horizontal distance value, the third horizontal distance value, the vertical distance value, and the radius value of the accessory prop, determine the marking position information of the landing point marker corresponding to the landing point position information; The landing point marker is displayed in the aiming interface based on the marker location information.

4. The method according to claim 1, characterized in that, The method further includes: The firing trajectory information is determined based on the relative positional relationship between the virtual firing prop and the firing target; The system controls the display of the firing trajectory information in the graphical user interface.

5. The method according to claim 4, characterized in that, The step of determining the shooting trajectory information based on the relative positional relationship between the target virtual shooting prop and the shooting target includes: In response to a firing adjustment operation on the target virtual firing prop, a second firing angle of the target virtual firing prop is determined; Based on the second firing angle and preset parameters, the relative positional relationship between the virtual firing prop and the firing target is calculated; The firing trajectory information is determined based on the second firing angle and the relative positional relationship.

6. The method according to claim 4, characterized in that, The step of controlling the display of the firing trajectory information in the graphical user interface further includes: The graphical user interface provides controls for viewing the trajectory. In response to a trigger operation on the trajectory viewing control, the virtual camera in the virtual scene is controlled to capture the virtual scene from a third-person perspective; The firing trajectory information is provided through the graphical user interface.

7. The method according to claim 2, characterized in that, After the step of controlling the display of a landing point identifier corresponding to the landing point location information in the aiming interface, the method further includes: In response to a switching operation for the virtual shooting tool of the target, switch the virtual shooting tool of the target; If the type of the virtual shooting item after switching does not belong to the preset item type, exit the aiming interface.

8. A device for displaying information in a game, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, wherein the game screen displayed by the GUI includes at least a portion of a virtual scene, and the device comprises: The interface display module is used to display the aiming interface according to the accessory props of the target virtual shooting props, and the aiming interface includes the crosshair mark corresponding to the accessory props; The landing point determination module is used to determine the shooting target located in the virtual scene, and to determine the landing point position information based on the relative positional relationship between the target virtual shooting prop and the shooting target. The landing point position information is used to characterize the estimated shooting position of the sub-props of the target virtual shooting prop in the game scene. The marking display module is used to control the display of a landing point marking corresponding to the landing point position information on the aiming interface; The landing point determination module is used for: In response to a firing adjustment operation on the target virtual firing prop, a first firing angle of the target virtual firing prop is determined; Obtain preset parameters; wherein, the preset parameters include friction coefficient, gravity parameter and initial firing velocity parameter; Based on the first firing angle, the friction coefficient, and the initial firing velocity parameters, calculate the first horizontal distance between the designated component of the target virtual firing prop and the firing target; Calculate the vertical distance between the firing position and the designated component based on the first firing angle, the gravity parameter, and the initial firing velocity parameter; The relative positional relationship includes a first horizontal distance value and / or a vertical distance value; The landing point location information is determined based on the relative positional relationship.

9. A terminal device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 7.

Citation Information

Patent Citations

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    CN108635858A