Method, device, equipment and storage medium for displaying crosshairs in virtual scenes

By judging the crosshair linkage scene according to the shooting characteristics in the virtual shooting game and adjusting the crosshair display position, the problem of inconsistency between the crosshair indication position and the actual aiming position is solved, thereby improving the hit rate and gaming experience.

CN114762773BActive Publication Date: 2025-09-26TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202110045033.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-01-13
Publication Date
2025-09-26
Estimated Expiration
2041-01-13

AI Technical Summary

Technical Problem

In virtual shooting games, the way the UI crosshairs are displayed causes the crosshair indication position to be inconsistent with the actual aiming position of the virtual shooting tool, affecting the player's hit rate and gaming experience.

Method used

By determining the shooting characteristics of the target virtual object, it is judged whether the virtual scene is a crosshair-linked scene, and the display position of the crosshair element is adjusted according to the animation coefficient so that it follows the movement of the virtual object, ensuring that the indicated position of the crosshair element is consistent with the aiming position of the virtual shooting tool.

Benefits of technology

It improves the hit rate of players controlling virtual objects and enhances the gaming experience of virtual shooting games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiments of the present application disclose a method, apparatus, device, and storage medium for displaying a crosshair in a virtual scene, wherein the method comprises: determining a target shooting feature corresponding to a target virtual object, the target shooting feature including a virtual shooting tool used by the target virtual object and / or the shooting state it is in; judging, based on the target shooting feature, whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene, wherein a crosshair linkage scene refers to a scene in which a target standard star element moves accordingly with the movement of the target virtual object; if so, determining a target animation coefficient of the target standard star element under the target shooting feature; determining a display position of the target standard star element in the target virtual scene based on the movement of the target virtual object and the target animation coefficient, and displaying the target standard star element at the display position. This method can ensure that the position indicated by the crosshair element is consistent with the position actually aimed at by the virtual object, thereby improving the hit rate of the virtual object.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to a method, device, equipment, and storage medium for displaying a crosshair in a virtual scene. Background Art

[0002] Nowadays, various virtual shooting games are emerging on the Internet and are deeply loved by users. In various virtual shooting games, the crosshairs are an indispensable element, which is used to indicate the position where the virtual object controlled by the player aims with the weapon.

[0003] In the related art, the crosshairs in various virtual shooting games are generally user interface (UI) crosshairs. This UI crosshair is essentially a two-dimensional layer with a crosshair pattern drawn on it. During the virtual shooting game, the UI crosshair is usually located in the center of the virtual game scene and remains stationary; Figure 1 As shown in (a) in the figure, when the virtual object is in standby state, a breathing animation is configured in the virtual game scene. At this time, the scope mounted on the gun shakes slightly, and the UI crosshair is in the center of the virtual game scene and remains stationary. Figure 1 As shown in (b), when the virtual object is in a shooting state, a firing animation is configured in the virtual game scene. At this time, the scope mounted on the gun shakes violently, and the UI crosshair remains in the center of the virtual game scene and remains stationary.

[0004] The above UI crosshair display method has the problem that the position indicated by the crosshair is inconsistent with the actual aiming position of the virtual shooting tool. Figure 1 For example, in the scenario shown in (b), after the virtual subject fires a gun, the recoil causes the virtual shooting tool's aiming range to shift. At this point, the UI crosshair remains stationary at the center of the virtual game scene, leading the player to believe that the virtual shooting tool's current aiming position is the position indicated by the UI crosshair. However, due to the virtual shooting tool's aiming range shift, the actual aiming position of the virtual shooting tool also shifts accordingly, and is no longer the position indicated by the UI crosshair, which is located at the center of the virtual game scene. For the player, this mismatch between the UI crosshair's position and the virtual shooting tool's actual aiming position significantly affects the player's hit rate and results in a poor gaming experience. Summary of the Invention

[0005] The embodiments of the present application provide a method, apparatus, device, and storage medium for displaying a crosshair in a virtual scene, which can ensure that the position indicated by the crosshair element is consistent with the position where the virtual object is actually aimed, thereby improving the hit rate of the virtual object and allowing users to obtain a better gaming experience.

[0006] In view of this, a first aspect of the present application provides a method for displaying a crosshair in a virtual scene, the method comprising:

[0007] Determining a target shooting feature corresponding to the target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object;

[0008] According to the target shooting characteristics, determining whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the crosshair element moves accordingly with the movement of the target virtual object;

[0009] In a case where the target virtual scene is the crosshair linkage scene, determining a target animation coefficient of the crosshair element under the target shooting characteristics;

[0010] According to the action of the target virtual object and the target animation coefficient, a display position of the target standard star element in the target virtual scene is determined, and the target standard star element is displayed at the display position.

[0011] A second aspect of the present application provides a crosshair display device in a virtual scene, the device comprising:

[0012] A shooting feature determination module is configured to determine a target shooting feature corresponding to a target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object;

[0013] a scene recognition module, configured to determine, based on the target shooting characteristics, whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the crosshair element moves accordingly with the movement of the target virtual object;

[0014] An animation coefficient determination module, for determining a target animation coefficient of the target sight element under the target shooting characteristics when the target virtual scene is the crosshair linkage scene;

[0015] The crosshair display module is used to determine the display position of the target crosshair element in the target virtual scene according to the action of the target virtual object and the target animation coefficient, and display the target crosshair element at the display position.

[0016] A third aspect of the present application provides a device, comprising a processor and a memory:

[0017] The memory is used to store computer programs;

[0018] The processor is configured to execute the steps of the method for displaying a crosshair in a virtual scene according to the computer program as described in the first aspect above.

[0019] A fourth aspect of the present application provides a computer-readable storage medium, which is used to store a computer program, and the computer program is used to execute the steps of the crosshair display method in a virtual scene described in the first aspect.

[0020] In a fifth aspect, the present application provides a computer program product or computer program, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the steps of the method for displaying a crosshair in a virtual scene described in the first aspect.

[0021] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:

[0022] An embodiment of the present application provides a method for displaying a crosshair in a virtual scene. The method determines, based on the target shooting features currently corresponding to the target virtual object controlled by a player in a virtual shooting game, such as the virtual shooting tool used by the target virtual object, the shooting state of the target virtual object, etc., whether the target virtual scene currently in which the target virtual object is located is a crosshair linkage scene, that is, whether it is a scene in which a target crosshair element is required to move accordingly with the action of the target virtual object; if so, the target animation coefficient of the target crosshair element under the target shooting features is determined, and based on the action of the target virtual object and the target animation coefficient, the display position of the target crosshair element in the target virtual scene is determined, and the target crosshair element is displayed at the display position. Compared with the implementation method in the related art that does not distinguish the state of the virtual object and always displays the crosshair element in the center of the virtual scene, the crosshair display method provided in the embodiment of the present application, when it is determined that the current virtual scene is a scene in which the crosshair needs to move accordingly with the movement of the target virtual object based on the target shooting feature corresponding to the target virtual object, the target crosshair element moves accordingly with the movement of the target virtual object based on the target animation coefficient under the target shooting feature. Since the movement of the target virtual object directly affects the range of the virtual shooting tool used, the target crosshair element moves with the movement of the target virtual object, which is actually the movement of the aiming range of the virtual shooting tool. In this way, to a certain extent, it is guaranteed that the position indicated by the target crosshair element is consistent with the position aimed at by the virtual shooting tool, which helps to improve the hit rate of the target virtual object controlled by the player and enhance the gaming experience of the virtual shooting game. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] Figure 1A schematic diagram of a display interface of a UI crosshair element in the related art;

[0024] Figure 2 A schematic diagram of an application scenario of the method for displaying a crosshair in a virtual scene provided by an embodiment of the present application;

[0025] Figure 3 A schematic diagram of a flow chart of a method for displaying a crosshair in a virtual scene provided in an embodiment of the present application;

[0026] Figure 4 A schematic diagram of the structure of the target sight provided in an embodiment of the present application;

[0027] Figure 5 A schematic diagram of a target virtual scene provided in an embodiment of the present application;

[0028] Figure 6 A schematic diagram of a display interface for a target star element provided in an embodiment of the present application;

[0029] Figure 7 A schematic diagram of a display interface for another target star element provided in an embodiment of the present application;

[0030] Figure 8 A schematic diagram of a flow chart of a method for displaying a crosshair in a virtual scene provided in an embodiment of the present application;

[0031] Figure 9 A schematic structural diagram of a crosshair display device in a virtual scene provided by an embodiment of the present application;

[0032] Figure 10 A schematic diagram of the structure of a terminal device provided in an embodiment of the present application;

[0033] Figure 11 A schematic diagram of the structure of the server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0034] In order to help those skilled in the art better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.

[0035] The terms "first," "second," "third," "fourth," etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential sequence. It should be understood that the numbers used in this way are interchangeable where appropriate so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having," as well as any variations thereof, are intended to cover non-exclusive inclusions, e.g., a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products, or apparatus.

[0036] Currently, in the virtual scenes of virtual shooting games, regardless of the state of the virtual object controlled by the player, the crosshair element used to indicate the position at which the virtual object is aimed using the virtual shooting tool is usually always displayed in the center of the virtual scene. In many cases, this crosshair display method has the problem that the position indicated by the crosshair does not match the actual position of the virtual shooting tool. Figure 1 For example, in the scenario shown in (b), after the virtual subject fires, the virtual shooting tool's aiming range shifts from the center of the virtual scene to the lower left. However, the crosshairs element remains in the center of the virtual scene, leading the player to believe that the virtual subject's virtual shooting tool is aiming at the center of the virtual scene. However, the virtual shooting tool's aiming position is actually at the center of the shifted aiming range. Clearly, the perceived aiming position differs from the actual aiming position. This significantly impacts the player's virtual subject's accuracy, resulting in a poor gaming experience.

[0037] In response to the problems existing in the above-mentioned related technologies, an embodiment of the present application provides a method for displaying a crosshair in a virtual scene. This method can, to a certain extent, ensure that the position indicated by the crosshair element is consistent with the position actually aimed at by the virtual shooting tool, thereby helping to improve the hit rate of the virtual object controlled by the player and enhance the gaming experience.

[0038] Specifically, in the crosshair display method in the virtual scene provided in the embodiment of the present application, the target shooting feature currently corresponding to the target virtual object is first determined, and the target shooting feature includes at least one of the following: the virtual shooting tool used by the target virtual object, and the shooting state of the target virtual object. Then, based on the target shooting feature, it is determined whether the target virtual scene currently in which the target virtual object is located is a crosshair linkage scene. The crosshair linkage scene refers to a scene in which the target standard star element needs to move accordingly with the action of the target virtual object. In the case of determining that the target virtual scene is a crosshair linkage scene, the target animation coefficient of the target standard star element under the target shooting feature is further determined. Furthermore, based on the action of the target virtual object and the target animation coefficient, the display position of the target standard star element in the target virtual scene is determined, and the target standard star element is displayed at the display position.

[0039] Compared with the implementation method in the related art that does not distinguish the state of the virtual object and always displays the crosshair element in the center of the virtual scene, the crosshair display method provided by the above-mentioned embodiment of the present application, when it is determined according to the target shooting feature corresponding to the target virtual object that the target virtual scene currently located by the target virtual object is a scene in which the crosshair needs to move accordingly with the movement of the target virtual object, makes the target crosshair element move accordingly with the movement of the target virtual object based on the target animation coefficient under the target shooting feature; because the movement of the target virtual object directly affects the range of the virtual shooting tool used to aim at, the target crosshair element moves with the movement of the target virtual object, which is actually the movement of the aiming range of the virtual shooting tool; in this way, to a certain extent, it is guaranteed that the position indicated by the target crosshair element is consistent with the position aimed at by the virtual shooting tool, which helps to improve the hit rate of the target virtual object controlled by the player and enhance the gaming experience of the virtual shooting game.

[0040] It should be understood that the crosshair display method in a virtual scene provided by the embodiments of the present application can be applied to a terminal device that supports the operation of a virtual shooting game, and the terminal device can specifically be a smart phone, a computer, a tablet computer, a personal digital assistant (PDA), etc.; the crosshair display method in a virtual scene provided by the embodiments of the present application can also be applied to a background server of a virtual shooting game, and the server can specifically be an application server or a web server. In actual deployment, it can be a standalone server, a cluster server, or a cloud server. No limitation is imposed on the execution entity of the crosshair display method in a virtual scene provided by the embodiments of the present application.

[0041] In order to facilitate understanding of the crosshair display method in a virtual scene provided in an embodiment of the present application, the following executor of the crosshair display method is taken as an example of a terminal device to executor the crosshair display method, and an exemplary introduction is given to the application scenarios to which the crosshair display method is applicable.

[0042] See also Figure 2 , Figure 2 Schematic diagram of the application scenario of the method for displaying the crosshairs in a virtual scene provided by the embodiment of the present application. Figure 2 As shown, the application scenario includes a terminal device 210, in which a virtual shooting game application (Application, APP) is running, which is used to execute the crosshair display method in the virtual scene provided in the embodiment of the present application.

[0043] It should be understood that the virtual shooting game in the embodiment of the present application can be a first-person shooting game (FPS) or a third-person shooting game (TPS). No limitation is imposed on the type of the virtual shooting game in the embodiment of the present application.

[0044] In actual applications, when players play a virtual shooting game through a virtual shooting game APP running in the terminal device 210, they need to control the target virtual object they select and use virtual shooting tools to shoot specific objects in the virtual scene, such as virtual objects belonging to the enemy, specific props, targets, etc.

[0045] Before a player controls a target virtual object to shoot, he or she usually needs to use the controls for controlling the target virtual object in the virtual shooting game APP to control the target virtual object to correspond to specific target shooting characteristics; for example, through the shooting tool selection controls in the virtual shooting game APP, a certain virtual shooting tool is equipped for the target virtual object; for another example, through the behavior control controls in the virtual shooting game APP, the target virtual object is controlled to be in a certain shooting state, such as the ADS state (i.e., the state of shooting based on the aiming device built into the virtual shooting tool or an additionally installed sight), the hip-fire state (even if the virtual shooting tool is located at the waist or shoulder of the target virtual object, the state of shooting without using a sight), other motion states, etc.

[0046] Then, the terminal device 210 can determine whether the target virtual scene currently located by the target virtual object is a crosshair linkage scene based on the target shooting feature currently corresponding to the target virtual object. The crosshair linkage scene refers to a scene in which the target standard element needs to move accordingly with the movement of the target virtual object. Exemplarily, the terminal device 210 can determine whether the target virtual scene currently located by the target virtual object is a target shooting tool (such as a sniper rifle, etc.) and / or whether the target virtual object is currently in a state of shooting with a target scope (such as a sniper scope, a high-power scope, etc.).

[0047] When the terminal device 210 determines that the target virtual scene currently located by the target virtual object is a crosshair linkage scene based on the target shooting feature, the target animation coefficient of the target crosshair element under the target shooting feature can be further determined. It should be noted that the target crosshair element can be a crosshair element constructed in any way. For example, it can be a three-dimensional model constructed based on three-dimensional computer image technology, namely a grid crosshair element, or it can be a two-dimensional layer with a crosshair pattern drawn, namely a UI crosshair. The target crosshair element in the embodiment of the present application is not specifically limited here. In addition, the target animation coefficient is used to determine the amplitude of the target crosshair element's corresponding movement following the action of the target virtual object; for example, when the target animation coefficient is 1, the movement amplitude of the target crosshair element can be completely consistent with the action amplitude of the target virtual object. When the target animation coefficient is 0, the target crosshair element can move without following the action of the target virtual object and is fixedly displayed at the center of the target virtual scene.

[0048] Furthermore, the terminal device 210 can determine the display position of the target standard star element in the target virtual scene based on the movement of the target virtual object and the target animation coefficient, and display the target standard star element at the display position. For example, when the target virtual object is in a shooting state based on the target sight, the movement of the target virtual object in the target virtual scene needs to be reflected by the change of the aiming range of the target sight. In this case, the target standard star element can move accordingly with the movement of the target sight based on the target animation coefficient.

[0049] It should be understood that Figure 2 The application scenarios shown are merely examples. In actual applications, not only can the terminal device 210 independently implement the crosshair display method in the virtual scene provided by the embodiment of the present application, but the terminal device 210 can also cooperate with the server to implement the crosshair display method in the virtual scene provided by the embodiment of the present application; for example, the server determines whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene based on the target shooting characteristics corresponding to the target virtual object, and the server determines the target animation coefficient corresponding to the target standard star element. Then, the terminal device determines the display position of the target standard star element in the target virtual scene based on the action of the target virtual object and the target animation coefficient, and displays the target standard star element at the display position. No limitation is imposed on the application scenarios to which the crosshair display method provided by the embodiment of the present application is applicable.

[0050] The following is a detailed introduction to the method for displaying a crosshair in a virtual scene provided by the present application through a method embodiment.

[0051] See also Figure 3 , Figure 3The following embodiment is a flow chart of a method for displaying a crosshair in a virtual scene provided by the present application. The following embodiment is introduced by taking the execution subject of the method for displaying a crosshair as a terminal device as an example. Figure 3 As shown, the crosshair display method includes the following steps:

[0052] Step 301: Determine a target shooting feature corresponding to a target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object.

[0053] In actual applications, when a user plays a virtual shooting game through a virtual shooting game APP running in a terminal device, it is usually necessary to control the target virtual object to correspond to a specific target shooting feature through the virtual object control control in the virtual shooting game APP. For example, the user can use the shooting tool selection control in the virtual shooting game APP to control the target virtual object to use a specific virtual shooting tool; and / or, the user can use the behavior control control in the virtual shooting game APP to control the target virtual object to be in a specific shooting state, such as a machine aiming shooting state, a shooting state based on a specific sight, a hip-fire state, a mobile shooting state, etc. Accordingly, during the virtual shooting game, the terminal device can determine the target shooting feature currently corresponding to the target virtual object controlled by the user based on the operation triggered by the user through the virtual object control control in the virtual shooting game APP.

[0054] It should be noted that, in actual applications, the crosshair element is used to indicate the location at which the target virtual object is aiming using a virtual shooting tool. Whether the crosshair element needs to move accordingly with the target virtual object's movements is generally influenced by the target shooting characteristics corresponding to the target virtual object. For example, when the target virtual object's virtual shooting tool is a slow-firing sniper rifle, the crosshair element often needs to move accordingly with the target virtual object's movements to ensure that the indicated location is consistent with the sniper rifle's actual aiming location. However, when the target virtual object's virtual shooting tool is a fast-firing assault rifle, the crosshair element does not move with the target virtual object's movements, but can still, to a certain extent, ensure that the indicated location is consistent with the assault rifle's actual aiming location. For another example, when the target virtual object uses the virtual shooting tool through a high-powered scope, the crosshair element often needs to move with the scope's aiming range to ensure that the indicated location is consistent with the virtual shooting tool's actual aiming location. However, when the target virtual object is shooting from the hip, the crosshair element does not move with the target virtual object's movements, but can still, to a certain extent, ensure that the indicated location is consistent with the assault rifle's actual aiming location. Based on this, in the crosshair display method provided in the embodiment of the present application, it is usually necessary to determine the display method of the crosshair element based on the target shooting characteristics corresponding to the target virtual object controlled by the user.

[0055] In an embodiment of the present application, the target shooting feature specifically includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object. Among them, the virtual shooting tool used by the target virtual object is a virtual shooting tool equipped for the target virtual object in response to an operation triggered by a user through a shooting tool selection control in a virtual shooting game APP. It can be any virtual shooting tool provided for a virtual object in a virtual shooting game, such as a sniper rifle, assault rifle, pistol, etc. The present application does not impose any restrictions on the virtual shooting tool used by the target virtual object. The shooting state of the target virtual object is a shooting state controlled by a user through a behavior control control in a virtual shooting game APP. It can be any shooting state supported by the virtual shooting game, such as a machine aiming shooting state, a shooting state using various scopes, a hip-fire state, a shooting state under various actions, etc. The present application does not impose any restrictions on the shooting state of the target virtual object.

[0056] Step 302: Based on the target shooting characteristics, determine whether the target virtual object is currently in a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the target crosshair element moves accordingly with the movement of the target virtual object.

[0057] After the terminal device determines the target shooting feature currently corresponding to the target virtual object, it can further judge whether the target virtual scene currently in which the target virtual object is located is a crosshair linkage scene based on the target shooting feature; the crosshair linkage scene refers to a scene in which the target standard star element needs to move accordingly with the movement of the target virtual object.

[0058] It should be noted that in the technical solution provided in the embodiments of the present application, the target star element refers to an element used to indicate the position at which the virtual shooting tool used by the target virtual object is aimed when the target virtual object is in a shooting state. It can usually be expressed as a cross, a cross-like shape composed of dots and short lines, dots, etc. The present application does not impose any limitation on the display form of the target star element.

[0059] In one possible implementation, the aiming crosshair element can be a three-dimensional model constructed based on three-dimensional computer graphics technology, which can be called a grid crosshair element. In related technologies, UI crosshair elements displayed in virtual scenes are affected by the resolution of different display devices and often produce varying degrees of stretching and deformation. For example, at screen ratios of 16:9 and 2:1, the UI crosshair element will present different forms due to different screen resolutions, which will affect the accuracy of the position aimed at by the virtual shooting tool and also result in a poor user experience. However, the grid crosshair element itself has the characteristics of a three-dimensional model and does not have the above problems. That is, the grid crosshair element in the form of a three-dimensional model presents the same form on display devices with different resolutions, and its realism and accuracy do not change, which provides a better user experience.

[0060] It should be understood that in the technical solution provided in the embodiments of the present application, the target sight element can be a grid sight element as well as other forms of sight elements, such as a UI sight element. The present application does not impose any limitation on the form of the target sight element.

[0061] It should be noted that in a virtual shooting game, the target shooting characteristics corresponding to the target virtual object are different, and the display requirements for the target crosshair element in the target virtual scene where the target virtual object is located will also be different; specifically, when the target shooting characteristics corresponding to the target virtual object are certain specific shooting characteristics, the target crosshair element in the target virtual scene used to indicate the position at which the virtual shooting tool is aimed needs to move accordingly with the movement of the target virtual object to ensure that the position indicated by the target crosshair element is consistent with the position actually aimed at by the virtual shooting tool. In the case where the target shooting characteristics corresponding to the target virtual object are other shooting characteristics, the crosshair element in the target virtual scene used to indicate the position at which the virtual shooting tool is aimed does not move accordingly with the movement of the target virtual object, but can still ensure that the position indicated by the crosshair element is consistent with the position actually aimed at by the virtual shooting tool. Based on this, in the method provided in the embodiment of the present application, the terminal device needs to determine whether the target crosshair element in the target virtual scene currently located by the target virtual object needs to move accordingly with the movement of the target virtual object according to the target shooting characteristics currently corresponding to the target virtual object, that is, determine whether the target virtual scene currently located by the target virtual object is a crosshair linkage scene.

[0062] The present application provides three exemplary methods for determining whether the target virtual scene is a crosshair-linked scene:

[0063] In a first implementation method, the terminal device can determine whether the virtual shooting tool used by the target virtual object is the target shooting tool; if so, it is determined that the target virtual scene where the target virtual object is located is a crosshair linkage scene; if not, it is determined that the target virtual scene where the target virtual object is located is not a crosshair linkage scene.

[0064] For example, a virtual shooting game app can pre-set a target shooting tool, such as a sniper rifle with a slower shooting speed. Accordingly, during the virtual shooting game, upon detecting that the user has triggered a related operation through the shooting tool selection control, the terminal device can detect whether the virtual shooting tool equipped by the user for the target virtual object is a sniper rifle. If so, the target virtual scene currently located in the target virtual object can be determined to be a crosshair-linked scene, in which the crosshair element needs to move accordingly with the target virtual object's movements. Conversely, if not, the target virtual scene currently located in the target virtual object can be determined to be non-crosshair-linked scene, in which the crosshair element can be fixedly displayed in the center.

[0065] It should be noted that in virtual shooting games, for virtual shooting tools with slower firing rates and lower radio frequencies (such as sniper rifles), their recoil is often greater. Due to the influence of recoil, the aiming position after firing a bullet will generally deviate significantly. In this case, if the target star element does not follow the movement and remains stationary at the center of the virtual scene, there will be a significant deviation between the position indicated by the target star element and the actual aiming position of the virtual shooting tool. When the target virtual object is controlled to fire the next bullet based on the position indicated by the target star element, it is very likely that the target will not hit the intended target. To avoid this situation, when determining the target virtual object using such a virtual shooting tool, it is necessary to ensure that the target star element moves accordingly with the movement of the target virtual object. Conversely, for virtual shooting tools with faster firing rates and higher radio frequencies (such as assault rifles), their recoil is often smaller. Due to the influence of recoil, the aiming position after firing a bullet generally does not deviate significantly. In this case, the target star element remains displayed at the center of the target virtual scene, which can also ensure, to a certain extent, that the position indicated by the target star element matches the position aimed at by the virtual shooting tool.

[0066] It should be understood that in actual applications, the above-mentioned target shooting tool can be set according to the actual needs of the virtual shooting game, and this application does not impose any limitation on the type of the target shooting tool.

[0067] In the second implementation method, the terminal device can determine whether the shooting state of the target virtual object is a shooting state based on the target sight; if so, it is determined that the target virtual scene where the target virtual object is located is a crosshair linkage scene; if not, it is determined that the target virtual scene where the target virtual object is located is not a crosshair linkage scene.

[0068] For example, a virtual shooting game app can pre-set the target scope, for example, setting a sniper scope or a high-power scope as the target scope; accordingly, during the virtual shooting game, when the terminal device detects that the user has triggered the relevant operation through the behavior control control, it can detect whether the user has caused the target virtual object to shoot based on the sniper scope or the high-power scope. If so, it can be determined that the target virtual object is currently in a target virtual scene that is linked to the crosshairs, and the target standard star element in this target virtual scene needs to move accordingly with the movement of the target scope; conversely, if not, it can be determined that the target virtual scene is not currently in a target virtual scene that is linked to the crosshairs, and the crosshair element in this target virtual scene can be fixedly displayed in the center position.

[0069] It should be noted that, in a virtual shooting game, when the target virtual object is shot based on the target sight, the position at which the target virtual object is aimed using the virtual shooting tool is actually the position indicated by the center of the target sight. When the aiming range of the target sight is affected by the movement of the target virtual object and changes, if the target standard star element does not move along with the movement of the aiming range of the target sight, it is obviously difficult to ensure that the position indicated by the target standard star element is consistent with the position actually aimed at by the virtual shooting tool. Based on this, when the target virtual object is in a shooting state based on the target sight, it is necessary to make the target standard star element move accordingly following the movement of the target virtual object.

[0070] It should be understood that in actual applications, a sight that needs to be aimed based on a crosshair element can be set as a target sight according to the actual needs of the virtual shooting game. This application does not impose any limitations on the target sight.

[0071] It should be noted that, considering that in some scenarios, the movement amplitude of the target standard star element may not be completely consistent with the movement amplitude of the target sight, therefore, under normal circumstances, the three-dimensional models corresponding to the target standard star element and the target sight are set independently of each other. Figure 4 Schematic diagram of the structure of the target sight provided in the embodiment of the present application, wherein (a) corresponds to the overall structure of the target sight, and (b) corresponds to the split structure of the target sight; Figure 4 As shown in (b), the structure of the target sight mainly includes three layers, namely a barrel structure 401, a lens structure 402 and a target standard star element 403, wherein the barrel structure 401 and the lens structure 402 are integrated, and the target standard star element 403 is independent of the integrated structure composed of the barrel structure 401 and the lens structure 402; in this way, it is convenient to set an independent display logic for the target standard star element 403, so that it can move based on a specific animation coefficient following the movement of the integrated structure composed of the barrel structure 401 and the lens structure 402, or it can remain stationary at the center of the virtual scene.

[0072] In a third implementation method, the terminal device can determine whether the virtual shooting tool used by the target virtual object is the target virtual shooting tool, and whether the shooting state of the target virtual object is a shooting state based on the target sight; if the virtual shooting tool used by the target virtual object is the target virtual shooting tool, and the shooting state of the target virtual object is a shooting state based on the target sight, then it is determined that the target virtual scene in which the target virtual object is located is a crosshair-linked scene; conversely, if the virtual shooting tool used by the target virtual object is not the target virtual shooting tool, and / or the shooting state of the target virtual object is not a shooting state based on the target sight, then it is determined that the target virtual scene in which the target virtual object is located is not a crosshair-linked scene.

[0073] For example, a virtual shooting game app can pre-set target shooting tools and target scopes. For example, a sniper rifle can be set as the target shooting tool, and a sniper scope or high-power scope can be set as the target scope. Accordingly, during the virtual shooting game, when the terminal device detects that the user triggers the relevant operation through the shooting tool selection control, it can detect whether the user has equipped the sniper rifle with the target virtual object. When the terminal device detects that the user triggers the relevant operation through the behavior control control, it can detect whether the user has enabled the target virtual object to shoot based on the sniper scope or high-power scope. If the terminal device detects that the user has equipped a sniper rifle for the target virtual object and has controlled the target virtual object to be in a shooting state based on a sniper scope or a high-power scope, it can be determined that the target virtual scene currently located by the target virtual object is a crosshair-linked scene, and the crosshair element in this target virtual scene needs to move accordingly with the movement of the target sight; conversely, if the terminal device detects that the user has not equipped a sniper rifle for the target virtual object, and / or has not controlled the target virtual object to be in a shooting state based on a sniper scope or a high-power scope, it can be determined that the target virtual scene currently located by the target virtual object is not a crosshair-linked scene, and the crosshair element can be fixedly displayed in the center position in this target virtual scene.

[0074] It should be understood that in actual applications, the above-mentioned target shooting tools and target sights can be set according to the actual needs of the virtual shooting game, and this application does not impose any restrictions on the types of the target shooting tools and target sights.

[0075] It should be understood that the above three implementation methods are only examples. In actual applications, the terminal device may also adopt other methods to determine whether the target virtual scene where the target virtual object is located is a crosshair-linked scene based on the target shooting characteristics corresponding to the target virtual object. This application does not impose any limitation on the implementation method of determining whether the target virtual scene is a crosshair-linked scene.

[0076] Step 303: When the target virtual scene is the crosshair linkage scene, determine the target animation coefficient of the target crosshair element under the target shooting characteristics.

[0077] If the terminal device determines that the target virtual scene currently located by the target virtual object is a crosshair-linked scene, it is necessary to further determine the target animation coefficient of the target standard star element under the target shooting feature. It should be noted that the target animation coefficient is used to determine the amplitude of the target standard star element's corresponding movement in response to the movement of the target virtual object; for example, the target animation coefficient can range from [0, 1]. When the target animation coefficient is 0, the target standard star element is fixedly displayed at the center of the virtual scene and does not move in response to the movement of the target virtual object. When the target animation coefficient is 1, the movement amplitude of the target standard star element can be consistent with the movement amplitude of the target virtual object. For example, if the movement of the target virtual object is represented by a crosshair equipped for a virtual shooting tool, the target standard star element can remain relatively stationary with the crosshair, that is, the target standard star element completely moves in response to the movement of the crosshair.

[0078] In one possible implementation, if the terminal device determines whether the target virtual scene is a crosshair-linked scene based on the virtual shooting tool used by the target virtual object when executing step 302, the terminal device can further determine the shooting state of the target virtual object as a reference shooting state when determining that the target virtual scene is a crosshair-linked scene, and determine the animation coefficient corresponding to the reference shooting state as the target animation coefficient based on the pre-constructed mapping relationship between the shooting state and the animation coefficient.

[0079] For example, a virtual shooting game APP may include a mapping relationship between shooting states and animation coefficients. This mapping relationship may be pre-constructed by the game developer based on the actual situation of the virtual shooting game. For example, corresponding animation coefficients may be set for different shooting states, such as machine aiming shooting state, shooting state based on various sights, hip firing state, shooting state under specific actions (such as jumping, squatting, etc.). Accordingly, when the terminal device determines that the target virtual scene is a crosshair linkage scene, the terminal device may determine that the current shooting state of the target virtual object is a reference shooting state, and then, based on the mapping relationship between the shooting state and the animation coefficient, determine the animation coefficient corresponding to the reference shooting state as the target animation coefficient.

[0080] It should be understood that when the animation coefficient is larger, the target standard star element moves with a larger amplitude. The animation coefficient corresponding to the shooting state based on the sniper scope or high-power scope should be the largest, and the animation coefficient corresponding to the hip-fire state should be the smallest. The animation coefficient corresponding to the shooting state under a specific action is between the maximum animation coefficient and the minimum animation coefficient. In actual applications, different shooting states can correspond to the same animation coefficient or different animation coefficients. This application does not impose any restrictions on the mapping relationship between shooting states and animation coefficients.

[0081] Table 1 shows an exemplary mapping relationship between a shooting state and an animation coefficient when the target shooting tool is a sniper rifle. Table 2 shows an exemplary mapping relationship between a shooting state and an animation coefficient when the target shooting tool is an assault rifle. The mapping relationships shown in Tables 1 and 2 are both determined with the maximum animation coefficient being 1 and the minimum animation coefficient being 0.

[0082] Table 1

[0083]

[0084] Table 2

[0085]

[0086] In addition, in actual applications, the terminal device can also determine the animation coefficient corresponding to the shooting state as the target animation coefficient in real time according to the current shooting state of the target virtual object; for example, the terminal device can determine the animation coefficient corresponding to the shooting state as the target animation coefficient based on a specific animation coefficient conversion formula according to the shooting state of the target virtual object; this application does not impose any limitation on the method of determining the target animation coefficient based on the shooting state.

[0087] In another possible implementation, if the terminal device determines whether the target virtual scene is a crosshair-linked scene based on the shooting state of the target virtual object when executing step 302, the terminal device can further determine the virtual shooting tool used by the target virtual object as a reference shooting tool when determining that the target virtual scene is a crosshair-linked scene, and based on the pre-constructed mapping relationship between the virtual shooting tool and the animation coefficient, determine the animation coefficient corresponding to the reference shooting tool as the target animation coefficient.

[0088] For example, a virtual shooting game app may include a mapping relationship between virtual shooting tools and animation coefficients. This mapping relationship may be pre-built by the game developer based on the actual situation of the virtual shooting game. For example, corresponding animation coefficients may be set for different virtual shooting games, such as sniper rifles, assault rifles, pistols, etc. Accordingly, when the terminal device determines that the target virtual scene is a crosshair-linked scene, the terminal device may determine the virtual shooting tool currently used by the target virtual object as a reference shooting tool, and then, based on the mapping relationship between the shooting tool and the animation coefficient, determine the animation coefficient corresponding to the reference shooting tool as the target animation coefficient.

[0089] It should be understood that, as the animation coefficient increases, the target star element moves more rapidly. Therefore, the animation coefficient corresponding to the sniper rifle should be the largest, and the animation coefficient corresponding to the assault rifle should be the smallest. In practical applications, different virtual shooting tools can correspond to the same animation coefficient or different animation coefficients. This application does not impose any limitations on the mapping relationship between virtual shooting tools and animation coefficients.

[0090] Furthermore, in actual applications, the terminal device may also determine, in real time, the animation coefficient corresponding to the virtual shooting tool currently used by the target virtual object as the target animation coefficient. For example, the terminal device may determine, based on the virtual shooting tool used by the target virtual object, the animation coefficient corresponding to the virtual shooting tool as the target animation coefficient according to a specific animation coefficient conversion formula. This application does not impose any limitation on the method for determining the target animation coefficient based on the virtual shooting tool.

[0091] In another possible implementation, when the terminal device determines that the target virtual scene is a crosshair-linked scene, the terminal device may directly determine a first preset animation coefficient as the target animation coefficient. The first preset animation coefficient corresponds to a scene in which the movement amplitude of the target crosshair element is the same as the movement amplitude of the target virtual object.

[0092] That is, the virtual shooting game APP can set a specific first preset animation coefficient for the crosshair linkage scene. Once it is determined that the currently displayed target virtual scene is a crosshair linkage scene, the terminal device can directly determine the first preset animation coefficient as the target animation coefficient, and control the movement amplitude of the target standard star element in the target virtual scene based on the first preset animation coefficient.

[0093] Considering that in most crosshair-linked scenarios, the movement amplitude of the target standard star element is consistent with the movement amplitude of the target virtual object, it is easier to ensure that the position indicated by the target standard star element matches the position of the target virtual object aimed at using the virtual shooting tool. Therefore, the first preset animation coefficient can be set to the maximum animation coefficient. Based on this first preset animation coefficient, the movement amplitude of the target standard star element can be consistent with the movement amplitude of the target virtual object. Of course, in actual applications, the first preset animation coefficient can also be set to other animation coefficients based on the actual needs of the virtual shooting game. This application does not impose any restrictions on this first preset animation coefficient.

[0094] It should be understood that the above three methods of determining the target animation coefficient are only examples. In actual applications, the terminal device can also use other methods to determine the target animation coefficient of the target standard star element. This application does not impose any restrictions on the method of determining the target animation coefficient.

[0095] It should be noted that, when the target virtual scene is not a crosshair-linked scene, the terminal device can display the crosshair element in any of the following ways:

[0096] In a first implementation, a target star element is displayed in a target virtual scene based on a second preset animation coefficient; the second preset animation coefficient corresponds to a scene in which the target star element is fixedly displayed in the center of the target virtual scene.

[0097] For example, if the target star element is a mesh crosshair element in the form of a three-dimensional model, the virtual shooting game app can pre-set a second preset animation coefficient for the target star element in non-crosshair-linked scenes. Once it is determined that the currently displayed target virtual scene is not a crosshair-linked scene, the terminal device can directly display the target star element in the target virtual scene based on the second preset animation coefficient. Since the target star element does not need to move with the movement of the target virtual object in non-crosshair-linked scenes, the second preset animation coefficient can be set to the minimum animation coefficient. When the target star element is displayed based on this second preset animation coefficient, regardless of how the target virtual object moves, the target star element is fixedly displayed at the center of the target virtual scene and remains motionless.

[0098] The second implementation method is to display the UI crosshair element directly in the center of the target virtual scene.

[0099] Specifically, the UI crosshair element is typically set by default to be displayed in the center of the virtual scene and does not move with the target virtual object. Therefore, if the target virtual scene is determined not to be crosshair-linked, the UI crosshair element can be displayed directly in the target virtual scene. If the target crosshair element is a mesh crosshair element in the form of a 3D model, the virtual shooting game needs to switch the displayed crosshair element in different scenes, that is, displaying the 3D model mesh crosshair element in crosshair-linked scenes and displaying the 2D layer UI crosshair element in non-crosshair-linked scenes.

[0100] It should be understood that the above two display methods of the crosshair elements in non-crosshair-linked scenes are only examples. In actual applications, when the terminal device determines that the target virtual scene is not a crosshair-linked scene, other methods can also be used to fix the crosshair element in the center of the virtual scene. This application does not impose any limitation on the display method of the crosshair elements in non-crosshair-linked scenes.

[0101] Step 304: Determine a display position of the target star element in the target virtual scene according to the action of the target virtual object and the target animation coefficient, and display the target star element at the display position.

[0102] After the terminal device determines the target animation coefficient of the target standard star element under the target shooting feature, it can determine the display position of the target standard star element in the target virtual scene according to the action performed by the user to control the target virtual object and the target animation coefficient, and display the target standard star element at the display position.

[0103] It should be noted that the aforementioned target virtual object's movements include any movement that can cause the virtual shooting tool's aiming position to change, such as shooting through a scope, shooting from the hip, running, jumping, breathing while stationary, etc. In different virtual scenes, the target virtual object's movements can usually be expressed in different forms. Figure 5 As an example, the virtual scene in the FPS shown in the figure is Figure 5 As shown in (a), when the target virtual object is in the shooting state based on the scope, the target virtual scene displayed by the terminal device is actually the field of view (FOV) of the scope. At this time, the movement of the target virtual object can be represented by the change of the scope of view caused by the recoil of the shooting; Figure 5 As shown in (b), when the target virtual object is in the hip-fire state, the target virtual scene displayed by the terminal device is actually the field of view of the target virtual object itself, which includes the virtual shooting tool currently used by the target virtual object. Accordingly, the action of the target virtual object can be represented by the movement of the virtual shooting tool. When the target virtual object is in a running state or a jumping state, the target virtual scene displayed by the terminal device may include the target virtual object itself. At this time, the action of the target virtual object can be represented by the movement of a specific part (such as the head, etc.) on the target virtual object. It should be understood that in other types of virtual shooting games, the action of the target virtual object can also be represented by other forms of expression. For example, in TPS, the action of the target virtual object can be directly displayed in the virtual scene. This application does not impose any limitation on the form of expression used to represent the action of the target virtual object.

[0104] In one possible implementation, when the shooting state of the target virtual object is a shooting state based on the target sight, the terminal device can determine the display position of the target standard star element in the target virtual scene based on the movement vector of the target sight relative to the center of the target virtual scene and the target animation coefficient.

[0105] As described above, when the target virtual object is in a shooting state based on the target sight, the target virtual scene displayed by the terminal device is the field of view of the target sight. Changes in the field of view of the target sight can reflect the movement of the target virtual object accordingly. Before the target virtual object fires a bullet, the center of the target sight usually coincides with the center of the target virtual scene, such as Figure 6As shown in (a) in the figure, the field of view of the target sight corresponds to the image at the center of the target virtual scene; after the target virtual object fires a bullet, it is affected by the recoil of the virtual shooting tool, and the display position of the target sight will shift downward, and the field of view of the target sight will shift upward accordingly, as shown in Figure 1. Figure 6 As shown in (b) in the figure, if the field of view of the target sight shifts, the terminal device needs to determine the movement of the target standard star element based on the movement of the target sight and the target animation coefficient. That is, after the target sight shifts, the terminal device needs to adjust the display position of the target standard star element in the target virtual scene accordingly.

[0106] In specific implementation, the terminal device can determine the target moving distance of the target standard star element based on the moving distance of the center of the target sight relative to the center of the target virtual scene and the target animation coefficient; determine the moving direction of the target sight as the target moving direction of the target standard star element; and then, with the center of the target virtual scene as the center, determine the display position of the target standard star element in the target virtual scene based on the target moving distance and the target moving direction.

[0107] For example, assuming that the center of the target sight moves 15 mm to the lower left relative to the center of the target virtual scene, and the target animation coefficient at this time is 0.8; then the terminal device can determine that the target movement distance of the target standard star element is 15 mm*0.8=12 mm, and the target movement direction of the target standard star element is the lower left. Based on this, the terminal device can determine the position at the lower left of the center of the target virtual scene and 12 mm away from the center of the target virtual scene as the display position of the target standard star element.

[0108] In another possible implementation, when the shooting state of the target virtual object is not based on the shooting state of the target sight, the terminal device can determine the target movement vector of the target standard star element relative to the center of the target virtual scene based on the movement vector of the virtual shooting tool used by the target virtual object and the target animation coefficient; and then, determine the display position of the target standard star element in the target virtual scene based on the center of the target virtual scene and the target movement vector.

[0109] As described above, when the target virtual object is in a shooting state that is not based on a target scope, such as in a hip-fire state, the target virtual scene displayed by the terminal device includes the virtual shooting tool used by the target virtual object. The movement of the virtual shooting tool can accordingly reflect the movement of the target virtual object. Before the target virtual object fires a bullet, the target standard star element is displayed in the center of the target virtual scene. The position aimed by the virtual shooting tool is the position indicated by the target standard star element, such as Figure 7As shown in (a) in the figure, after the target virtual object fires a bullet, the muzzle of the virtual shooting tool will be affected by the recoil of the virtual shooting tool, and the position at which the virtual shooting tool is aiming will also be shifted upward accordingly. At this time, in order to ensure that the position indicated by the target standard star element is consistent with the position at which the virtual shooting tool is aiming, the target standard star element can also be appropriately shifted upward, as shown in the figure. Figure 7 As shown in (b) in the figure, when the virtual shooting tool moves, the terminal device can determine the movement of the target standard star element based on the movement of the virtual shooting tool. That is, when the position of the virtual shooting tool changes due to the influence of recoil, the terminal device can adjust the display position of the target standard star element in the target virtual scene accordingly based on the movement of the virtual shooting tool.

[0110] In specific implementation, the terminal device can determine the moving distance and moving direction of the muzzle of the virtual shooting tool after firing relative to its position before firing, and determine the target moving distance of the target standard star element based on the moving distance and the target animation coefficient, and determine the target moving direction of the target standard star element as the moving simulation; then, based on the center of the target virtual scene, determine the display position of the target standard star element in the target virtual scene according to the target moving distance and the target moving direction.

[0111] For example, assuming that the position of the muzzle of the virtual shooting tool after firing moves 10mm upward relative to the position of the muzzle before the virtual shooting tool fired, and the target animation coefficient at this time is 0.2; then the terminal device can determine that the target movement distance of the target standard star element is 10mm*0.2=2mm, and the target movement direction of the target standard star element is upward. Based on this, the terminal device can determine the position directly above the center of the target virtual scene and 2mm away from the center of the target virtual scene as the display position of the target standard star element.

[0112] In another possible implementation, when the shooting state of the target virtual object is not based on the shooting state of the target sight, the terminal device can determine the target movement vector of the target standard star element relative to the center of the target virtual scene based on the movement vector of the target part on the target virtual object and the target animation coefficient; and then, determine the display position of the target standard star element in the target virtual scene based on the center of the target virtual scene and the target movement vector.

[0113] For example, assume that the target part is the head of the target virtual object; when the target virtual object is in a running state, the terminal device can determine the moving distance and moving direction of the head of the target virtual object in the two frames of animation before and after; then, determine the target moving distance of the target standard star element based on the moving distance and the target animation coefficient, and determine the moving direction of the head of the target virtual object as the target moving direction of the target standard star element; then, based on the center of the target virtual scene, determine the display position of the target standard star element according to the target moving distance and target moving direction.

[0114] It should be understood that in actual applications, the terminal device may also adopt other methods to determine the display position of the target standard star element. This application does not impose any limitation on the method for determining the display position of the target standard star element.

[0115] Compared with the implementation method in the related art that does not distinguish the state of the virtual object and always displays the crosshair element in the center of the virtual scene, the crosshair display method provided by the above-mentioned embodiment of the present application, when it is determined according to the target shooting feature corresponding to the target virtual object that the target virtual scene currently located by the target virtual object is a scene in which the crosshair needs to move accordingly with the movement of the target virtual object, makes the target crosshair element move accordingly with the movement of the target virtual object based on the target animation coefficient under the target shooting feature; because the movement of the target virtual object directly affects the range of the virtual shooting tool used to aim at, the target crosshair element moves with the movement of the target virtual object, which is actually the movement of the aiming range of the virtual shooting tool; in this way, to a certain extent, it is guaranteed that the position indicated by the target crosshair element is consistent with the position aimed at by the virtual shooting tool, which helps to improve the hit rate of the target virtual object controlled by the player and enhance the gaming experience of the virtual shooting game.

[0116] In order to facilitate further understanding of the crosshair display method in the virtual scene provided by the embodiment of the present application, the following takes the target crosshair element as a grid crosshair element in the form of a three-dimensional model, and when the target virtual object is in a shooting state based on the target sight, the target virtual scene is considered to be a crosshair linkage scene as an example. Figure 8 The flow chart shown provides an overall exemplary introduction to the crosshair display method in a virtual scene provided in an embodiment of the present application.

[0117] like Figure 8As shown, the implementation basis of the crosshair display method provided in the embodiment of the present application is to create a grid crosshair element. In a virtual shooting game, each scope corresponds to a crosshair element, and the crosshair element is used to assist the user in controlling the target virtual object to aim at the position where the virtual shooting tool fires and hits with high precision. In the related art, the UI crosshair element is mainly used in virtual shooting games. The embodiment of the present application takes into account that the UI crosshair element is often difficult to accurately indicate the actual aiming position of the virtual shooting tool, and may be stretched and deformed under different screen resolutions. Therefore, a grid crosshair element in the form of a three-dimensional model constructed based on three-dimensional computer graphics technology is used to replace the UI crosshair element.

[0118] For a sight, it usually includes a three-layer structure, namely a barrel structure, a lens structure and a front sight structure; in order to separately control the displacement of the grid front sight element in the three-dimensional virtual scene, the method provided in the embodiment of the present application separates the grid front sight element from the barrel structure and the lens structure. The grid front sight element is displayed in the virtual scene based on corresponding logic when the target virtual object is in different states. The logic can determine whether the grid front sight element moves with the lens of the sight or remains stationary in the center of the virtual scene. The logic is usually determined based on the firing rate and recoil of the virtual shooting tool.

[0119] Different animation coefficients can be set for the grid crosshair element for different shooting states; this animation coefficient affects the extent to which the grid crosshair element moves to follow the target virtual object's movements in that shooting state. In ADS mode, the recoil of the virtual shooting tool often causes the virtual shooting tool to animate significantly. In this case, if the crosshair element of the scope still coincides with the center of the virtual scene, some bullets may miss a specific target during continuous firing. In non-ADS mode, the virtual shooting tool held by the target virtual object is accompanied by a slight breathing animation. In this case, if the crosshair element moves with this breathing animation, the target virtual object's hit rate will be reduced.

[0120] Based on this, corresponding animation coefficients can be set for the scoped state (i.e., the shooting state based on the target scope), the unscoped state (i.e., the hip-fire state), and other motion states (such as the jumping state and the crouching state) to control the displacement of the target standard star element through the animation coefficients. For example, the corresponding animation coefficient can be set to 1.0 for the scoped state, so that the target standard star element moves completely with the movement of the target scope, ensuring that the firing animation is consistent with the actual shooting position of the virtual shooting tool; the corresponding animation coefficient can be set to 0.0 for the unscoped state, so that the target standard star element remains stationary at the center of the virtual scene; for other motion states, the corresponding animation coefficients can be set through difference mapping, and the animation coefficients are between 0 and 1, so that the movement range of the target standard star element is between remaining stationary at the center of the virtual scene and moving completely with the movement of the target scope.

[0121] The same scope can be used on different firearm families, such as snipers, assault rifles, and submachine guns. When the virtual target object is in the ADS state, the target star element of a sniper rifle with a long firing interval should move with the target scope, while the target star element of an assault rifle with a short firing interval should remain stationary in the center of the virtual scene. In other words, if the same scope needs to behave differently for different virtual shooting tools, different types of virtual shooting tools can be distinguished and the corresponding animation coefficients can be configured separately for each virtual shooting tool.

[0122] In this way, in the non-ADS state, the grid crosshair element is used to replace the UI crosshair element, and the grid crosshair element is fixedly displayed in the center of the virtual scene. At this time, the hit rate of instant firing can be guaranteed not to be affected; in the ADS state, the grid crosshair element moves with the movement of the target sight. At this time, the grid crosshair element can be relatively stationary with the target sight, or the movement amplitude of the target sight can be different. As long as the position indicated by the grid crosshair element is consistent with the weapon firing animation, the probability of the bullet hitting the collider will increase during the process of the virtual shooting tool from the firing animation to the incomplete recovery of the idle state, which greatly improves the probability of the bullet hitting the collider.

[0123] Furthermore, when using UI crosshairs in related technologies, they can experience varying degrees of stretching and deformation on display devices with different screen resolutions. For example, the stretching and deformation of UI crosshairs differs between 16:9 and 2:1 screen ratios, affecting the aiming accuracy of the virtual shooting tool and the user experience. However, the mesh crosshair element is a three-dimensional model that does not experience stretching and deformation, thus eliminating the need for adaptive support for different screen resolutions in terms of realism and accuracy.

[0124] With respect to the crosshair display method in the virtual scene described above, the present application also provides a corresponding crosshair display device in the virtual scene, so that the crosshair display method in the virtual scene can be applied and implemented in practice.

[0125] See also Figure 9 , Figure 9 It is the above Figure 3 The structure diagram of a crosshair display device 900 in a virtual scene corresponding to the crosshair display method in the virtual scene shown in FIG. Figure 9 As shown, the sight display device 900 includes:

[0126] The shooting feature determination module 901 is configured to determine a target shooting feature corresponding to a target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object;

[0127] The scene recognition module 902 is configured to determine, based on the target shooting characteristics, whether the target virtual object is currently located in a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the crosshair element moves accordingly with the movement of the target virtual object;

[0128] Animation coefficient determination module 903, configured to determine a target animation coefficient of the target sight element under the target shooting characteristics when the target virtual scene is the crosshair linkage scene;

[0129] The crosshair display module 904 is configured to determine a display position of the target crosshair element in the target virtual scene according to the action of the target virtual object and the target animation coefficient, and display the target crosshair element at the display position.

[0130] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the crosshair display module 904 is specifically used to:

[0131] When the shooting state of the target virtual object is a shooting state based on a target sight, the display position of the target standard star element in the target virtual scene is determined according to the movement vector of the target sight relative to the center of the target virtual scene and the target animation coefficient.

[0132] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the crosshair display module 904 is specifically used to:

[0133] Determining a target movement distance of the target standard star element according to a movement distance of the center of the target sight relative to the center of the target virtual scene and the target animation coefficient;

[0134] Determining the moving direction of the target sight as the target moving direction of the target standard star element;

[0135] Based on the center of the target virtual scene, the display position of the target star element in the target virtual scene is determined according to the target movement distance and the target movement direction.

[0136] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the crosshair display module 904 is specifically used to:

[0137] When the shooting state of the target virtual object is not a shooting state based on a target sight, determining a target movement vector of the target standard star element relative to the center of the target virtual scene according to a movement vector of a virtual shooting tool used by the target virtual object and the target animation coefficient;

[0138] The display position of the target star element in the target virtual scene is determined according to the center of the target virtual scene and the target movement vector.

[0139] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the scene recognition module 902 is specifically used to:

[0140] Determining whether the virtual shooting tool used by the target virtual object is a target shooting tool;

[0141] If so, it is determined that the target virtual scene is the crosshair-linked scene; if not, it is determined that the target virtual scene is not the crosshair-linked scene.

[0142] Accordingly, the animation coefficient determination module 903 is specifically configured to:

[0143] In a case where the target virtual scene is the crosshair-linked scene, determining a shooting state of the target virtual object as a reference shooting state;

[0144] Based on the mapping relationship between the shooting state and the animation coefficient, the animation coefficient corresponding to the reference shooting state is determined as the target animation coefficient.

[0145] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the scene recognition module 902 is specifically used to:

[0146] Determining whether the shooting state of the target virtual object is a shooting state based on a target sight;

[0147] If so, it is determined that the target virtual scene is the crosshair-linked scene; if not, it is determined that the target virtual scene is not the crosshair-linked scene.

[0148] Accordingly, the animation coefficient determination module 903 is specifically configured to:

[0149] In a case where the target virtual scene is the crosshair-linked scene, determining a virtual shooting tool used by the target virtual object as a reference shooting tool;

[0150] Based on the mapping relationship between the virtual shooting tool and the animation coefficient, the animation coefficient corresponding to the reference shooting tool is determined as the target animation coefficient.

[0151] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the scene recognition module 902 is specifically used to:

[0152] Determining whether the virtual shooting tool used by the target virtual object is the target virtual shooting tool, and whether the shooting state of the target virtual object is a shooting state based on a target sight;

[0153] If both are true, it is determined that the target virtual scene is the crosshair-linked scene; otherwise, it is determined that the target virtual scene is not the crosshair-linked scene.

[0154] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the animation coefficient determination module 903 is specifically used to:

[0155] When the target virtual scene is the crosshair linkage scene, a first preset animation coefficient is determined as the target animation coefficient; the first preset animation coefficient corresponds to a scene in which the movement amplitude of the target crosshair element is the same as the movement amplitude of the target virtual object.

[0156] Optional, in Figure 9 Based on the crosshair display device in the virtual scene shown, the crosshair display module 904 is further used to:

[0157] When the target virtual scene is not the crosshair-linked scene, the target crosshair element is displayed in the target virtual scene based on a second preset animation coefficient; the second preset animation coefficient corresponds to a scene in which the target crosshair element is fixedly displayed at the center of the target virtual scene;

[0158] Alternatively, when the target virtual scene is not the crosshair-linked scene, a user interface UI crosshair element is displayed at the center of the target virtual scene.

[0159] Optional, in Figure 9 Based on the sight display device in the virtual scene shown, the target standard star element is a three-dimensional model constructed based on three-dimensional computer image technology, and the target standard star element and the three-dimensional model corresponding to the target sight are independent of each other.

[0160] The crosshair display device provided in the above-mentioned embodiment of the present application, when determining, based on the target shooting feature corresponding to the target virtual object, that the target virtual scene currently located by the target virtual object is a scene in which the crosshairs needs to follow the movement of the target virtual object and move accordingly, causes the target crosshair element to move accordingly following the movement of the target virtual object based on the target animation coefficient under the target shooting feature; since the movement of the target virtual object directly affects the range of the virtual shooting tool used to aim at it, the target crosshair element moves following the movement of the target virtual object, which in essence moves following the movement of the aiming range of the virtual shooting tool; in this way, to a certain extent, it is guaranteed that the position indicated by the target crosshair element is consistent with the position aimed at by the virtual shooting tool, which helps to improve the hit rate of the target virtual object controlled by the player and enhance the gaming experience of the virtual shooting game.

[0161] An embodiment of the present application also provides a device for displaying a crosshair element in a virtual scene. The device may specifically be a terminal device or a server. The terminal device and server provided in the embodiment of the present application will be introduced below from the perspective of hardware instantiation.

[0162] See also Figure 10 , Figure 10 This is a schematic diagram of the structure of the terminal device provided in the embodiment of the present application. Figure 10 For ease of explanation, only the parts related to the embodiments of the present application are shown. For specific technical details not disclosed, please refer to the method part of the embodiments of the present application. The terminal can be any terminal device including a mobile phone, a tablet computer, a personal digital assistant (English full name: Personal Digital Assistant, English abbreviation: PDA), a sales terminal (English full name: Point of Sales, English abbreviation: POS), a car computer, etc., taking the terminal as a smart phone as an example:

[0163] Figure 10 The block diagram shows a partial structure of a smart phone related to the terminal provided in the embodiment of the present application. Figure 10The smartphone includes components such as a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a wireless fidelity (WiFi) module 1070, a processor 1080, and a power supply 1090. Those skilled in the art will appreciate that Figure 10 The structure of the smartphone shown in the figure does not constitute a limitation on the smartphone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0164] The memory 1020 can be used to store software programs and modules. The processor 1080 executes the various functional applications and data processing of the smartphone by running the software programs and modules stored in the memory 1020. The memory 1020 may mainly include a program storage area and a data storage area. The program storage area may store an operating system, at least one application required for a function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area may store data created based on the use of the smartphone (such as audio data, a phone book, etc.). In addition, the memory 1020 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 volatile solid-state storage device.

[0165] Processor 1080 is the control center of the smartphone, connecting all components of the smartphone using various interfaces and circuits. It executes software programs and / or modules stored in memory 1020 and accesses data stored in memory 1020 to perform various smartphone functions and process data. Optionally, processor 1080 may include one or more processing units. Preferably, processor 1080 integrates an application processor and a modem processor. The application processor primarily handles the operating system, user interface, and application programs, while the modem processor primarily handles wireless communications. It is understood that the modem processor may not be integrated into processor 1080.

[0166] In the embodiment of the present application, the processor 1080 included in the terminal further has the following functions:

[0167] Determining a target shooting feature corresponding to the target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object;

[0168] According to the target shooting characteristics, determining whether the target virtual object is currently located in a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the crosshair element moves accordingly with the movement of the target virtual object;

[0169] In a case where the target virtual scene is the crosshair linkage scene, determining a target animation coefficient of the crosshair element under the target shooting characteristics;

[0170] According to the action of the target virtual object and the target animation coefficient, a display position of the target standard star element in the target virtual scene is determined, and the target standard star element is displayed at the display position.

[0171] Optionally, the processor 1080 is further configured to execute steps of any one of the implementation methods of the method for displaying a crosshair in a virtual scene provided in the embodiments of the present application.

[0172] See also Figure 11 , Figure 11 A structural diagram of a server 1100 provided for an embodiment of the present application. The server 1100 may have relatively large differences due to different configurations or performances, and may include one or more central processing units (CPU) 1122 (for example, one or more processors) and memory 1132, and one or more storage media 1130 (for example, one or more mass storage devices) for storing application programs 1142 or data 1144. Among them, the memory 1132 and the storage medium 1130 can be temporary storage or permanent storage. The program stored in the storage medium 1130 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server. Furthermore, the central processing unit 1122 can be configured to communicate with the storage medium 1130 to execute a series of instruction operations in the storage medium 1130 on the server 1100.

[0173] The server 1100 may also include one or more power supplies 1126, one or more wired or wireless network interfaces 1150, one or more input and output interfaces 1158, and / or one or more operating systems, such as Windows Server™, Mac OS X™, Unix™, Linux™, FreeBSD™, etc.

[0174] The steps performed by the server in the above embodiment can be based on the Figure 11 The server structure shown.

[0175] The CPU 1122 is configured to execute the following steps:

[0176] Determining a target shooting feature corresponding to the target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object;

[0177] According to the target shooting characteristics, determining whether the target virtual object is currently located in a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the crosshair element moves accordingly with the movement of the target virtual object;

[0178] In a case where the target virtual scene is the crosshair linkage scene, determining a target animation coefficient of the crosshair element under the target shooting characteristics;

[0179] According to the action of the target virtual object and the target animation coefficient, a display position of the target standard star element in the target virtual scene is determined, and the target standard star element is displayed at the display position.

[0180] Optionally, the CPU 1122 may also be configured to execute steps of any implementation of the method for displaying a crosshair in a virtual scene provided in the embodiments of the present application.

[0181] An embodiment of the present application further provides a computer-readable storage medium for storing a computer program, wherein the computer program is used to execute any one of the implementation methods of a crosshair display method in a virtual scene described in the aforementioned embodiments.

[0182] The present application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any one of the methods for displaying a crosshair in a virtual scene described in the aforementioned embodiments.

[0183] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0184] In the several embodiments provided in this application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0185] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0186] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0187] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English full name: Read-Only Memory, English abbreviation: ROM), random access memory (English full name: Random Access Memory, English abbreviation: RAM), disk or optical disk and other media that can store computer programs.

[0188] It should be understood that in this application, "at least one (item)" means one or more, and "plurality" means two or more. "And / or" is used to describe the association relationship of associated objects, indicating that three relationships may exist. For example, "A and / or B" can mean: only A exists, only B exists, and A and B exist at the same time, where A and B can be singular or plural. The character " / " generally indicates that the previous and next associated objects are in an "or" relationship. "At least one of the following items" or similar expressions refers to any combination of these items, including any combination of single items or plural items. For example, at least one of a, b or c can mean: a, b, c, "a and b", "a and c", "b and c", or "a and b and c", where a, b, c can be single or multiple.

[0189] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the above embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the above embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A method for displaying a crosshair in a virtual scene, characterized in that: The method comprises: Determining a target shooting feature corresponding to the target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object; According to the target shooting characteristics, determining whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the crosshair element moves accordingly with the movement of the target virtual object; In a case where the target virtual scene is the crosshair linkage scene, determining a target animation coefficient of the crosshair element under the target shooting characteristics; When the shooting state of the target virtual object is a shooting state based on a target sight, the display position of the target standard star element in the target virtual scene is determined according to the movement vector of the target sight relative to the center of the target virtual scene and the target animation coefficient, and the target standard star element is displayed at the display position.

2. The method according to claim 1, characterized in that The step of determining a display position of the target standard star element in the target virtual scene according to a movement vector of the target sight relative to the center of the target virtual scene and the target animation coefficient includes: Determining a target movement distance of the target standard star element according to a movement distance of the center of the target sight relative to the center of the target virtual scene and the target animation coefficient; Determining the moving direction of the target sight as the target moving direction of the target standard star element; Based on the center of the target virtual scene, the display position of the target star element in the target virtual scene is determined according to the target movement distance and the target movement direction.

3. The method according to claim 1, characterized in that Also includes: When the shooting state of the target virtual object is not a shooting state based on a target sight, determining a target movement vector of the target standard star element relative to the center of the target virtual scene according to a movement vector of a virtual shooting tool used by the target virtual object and the target animation coefficient; The display position of the target star element in the target virtual scene is determined according to the center of the target virtual scene and the target movement vector.

4. The method according to claim 1, wherein The determining, based on the target shooting feature, whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene includes: Determining whether the virtual shooting tool used by the target virtual object is a target shooting tool; If so, it is determined that the target virtual scene is the crosshair-linked scene; if not, it is determined that the target virtual scene is not the crosshair-linked scene.

5. The method according to claim 4, characterized in that When the target virtual scene is the crosshair linkage scene, determining the target animation coefficient of the crosshair element under the target shooting characteristics includes: In a case where the target virtual scene is the crosshair-linked scene, determining a shooting state of the target virtual object as a reference shooting state; Based on the mapping relationship between the shooting state and the animation coefficient, the animation coefficient corresponding to the reference shooting state is determined as the target animation coefficient.

6. The method according to claim 1, characterized in that The determining, based on the target shooting feature, whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene includes: Determining whether the shooting state of the target virtual object is a shooting state based on a target sight; If so, it is determined that the target virtual scene is the crosshair-linked scene; if not, it is determined that the target virtual scene is not the crosshair-linked scene.

7. The method according to claim 6, characterized in that When the target virtual scene is the crosshair linkage scene, determining the target animation coefficient of the crosshair element under the target shooting characteristics includes: In a case where the target virtual scene is the crosshair-linked scene, determining a virtual shooting tool used by the target virtual object as a reference shooting tool; Based on the mapping relationship between the virtual shooting tool and the animation coefficient, the animation coefficient corresponding to the reference shooting tool is determined as the target animation coefficient.

8. The method according to claim 1, characterized in that The determining, based on the target shooting feature, whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene includes: Determining whether the virtual shooting tool used by the target virtual object is the target virtual shooting tool, and whether the shooting state of the target virtual object is a shooting state based on a target sight; If both are true, it is determined that the target virtual scene is the crosshair-linked scene; otherwise, it is determined that the target virtual scene is not the crosshair-linked scene.

9. The method according to any one of claims 1, 4, 6 and 8, characterized in that When the target virtual scene is the crosshair linkage scene, determining the target animation coefficient of the crosshair element under the target shooting characteristics includes: When the target virtual scene is the crosshair linkage scene, a first preset animation coefficient is determined as the target animation coefficient; the first preset animation coefficient corresponds to a scene in which the movement amplitude of the target crosshair element is the same as the movement amplitude of the target virtual object.

10. The method according to any one of claims 1, 4, 6 and 8, characterized in that The method further comprises: When the target virtual scene is not the crosshair-linked scene, the target crosshair element is displayed in the target virtual scene based on a second preset animation coefficient; the second preset animation coefficient corresponds to a scene in which the target crosshair element is fixedly displayed at the center of the target virtual scene; Alternatively, when the target virtual scene is not the crosshair-linked scene, a user interface UI crosshair element is displayed at the center of the target virtual scene.

11. The method according to any one of claims 1 to 8, characterized in that The target standard star element is a three-dimensional model constructed based on three-dimensional computer image technology, and the target standard star element and the three-dimensional model corresponding to the target sight are independent of each other.

12. A crosshair display device in a virtual scene, characterized in that: The device comprises: A shooting feature determination module is configured to determine a target shooting feature corresponding to a target virtual object; the target shooting feature includes at least one of the following: a virtual shooting tool used by the target virtual object, and a shooting state of the target virtual object; a scene recognition module, configured to determine, based on the target shooting characteristics, whether the target virtual scene in which the target virtual object is located is a crosshair linkage scene; the crosshair linkage scene refers to a scene in which the crosshair element moves accordingly with the movement of the target virtual object; An animation coefficient determination module, for determining a target animation coefficient of the target sight element under the target shooting characteristics when the target virtual scene is the crosshair linkage scene; a crosshair display module, configured to determine a display position of the target crosshair element in the target virtual scene according to the movement of the target virtual object and the target animation coefficient, and display the target crosshair element at the display position; The sight display module is specifically used for: When the shooting state of the target virtual object is a shooting state based on a target sight, the display position of the target standard star element in the target virtual scene is determined according to the movement vector of the target sight relative to the center of the target virtual scene and the target animation coefficient.

13. The device according to claim 12, characterized in that The sight display module is specifically used for: Determining a target movement distance of the target standard star element according to a movement distance of the center of the target sight relative to the center of the target virtual scene and the target animation coefficient; Determining the moving direction of the target sight as the target moving direction of the target standard star element; Based on the center of the target virtual scene, the display position of the target star element in the target virtual scene is determined according to the target movement distance and the target movement direction.

14. The device according to claim 12, characterized in that The sight display module is further used for: When the shooting state of the target virtual object is not a shooting state based on a target sight, determining a target movement vector of the target standard star element relative to the center of the target virtual scene according to a movement vector of a virtual shooting tool used by the target virtual object and the target animation coefficient; The display position of the target star element in the target virtual scene is determined according to the center of the target virtual scene and the target movement vector.

15. The device according to claim 12, characterized in that The scene recognition module is specifically used for: Determining whether the virtual shooting tool used by the target virtual object is a target shooting tool; If so, it is determined that the target virtual scene is the crosshair-linked scene; if not, it is determined that the target virtual scene is not the crosshair-linked scene.

16. The device according to claim 15, characterized in that The animation coefficient determination module is specifically used for: In a case where the target virtual scene is the crosshair-linked scene, determining a shooting state of the target virtual object as a reference shooting state; Based on the mapping relationship between the shooting state and the animation coefficient, the animation coefficient corresponding to the reference shooting state is determined as the target animation coefficient.

17. The device according to claim 12, characterized in that The scene recognition module is specifically used for: Determining whether the shooting state of the target virtual object is a shooting state based on a target sight; If so, it is determined that the target virtual scene is the crosshair-linked scene; if not, it is determined that the target virtual scene is not the crosshair-linked scene.

18. The device according to claim 17, characterized in that The animation coefficient determination module is specifically used for: In a case where the target virtual scene is the crosshair-linked scene, determining a virtual shooting tool used by the target virtual object as a reference shooting tool; Based on the mapping relationship between the virtual shooting tool and the animation coefficient, the animation coefficient corresponding to the reference shooting tool is determined as the target animation coefficient.

19. The device according to claim 12, characterized in that The scene recognition module is specifically used for: Determining whether the virtual shooting tool used by the target virtual object is the target virtual shooting tool, and whether the shooting state of the target virtual object is a shooting state based on a target sight; If both are true, it is determined that the target virtual scene is the crosshair-linked scene; otherwise, it is determined that the target virtual scene is not the crosshair-linked scene.

20. The device according to any one of claims 12, 15, 17 and 18, wherein the animation coefficient determination module is specifically configured to: When the target virtual scene is the crosshair linkage scene, a first preset animation coefficient is determined as the target animation coefficient; the first preset animation coefficient corresponds to a scene in which the movement amplitude of the target crosshair element is the same as the movement amplitude of the target virtual object.

21. The device according to any one of claims 12, 15, 17 and 18, characterized in that The sight display module is also used for: When the target virtual scene is not the crosshair-linked scene, displaying the target crosshair element in the target virtual scene based on a second preset animation coefficient; The second preset animation coefficient corresponds to a scene in which the target standard star element is fixedly displayed at the center of the target virtual scene; Alternatively, when the target virtual scene is not the crosshair-linked scene, a user interface UI crosshair element is displayed at the center of the target virtual scene.

22. The device according to any one of claims 12 to 19, characterized in that The target standard star element is a three-dimensional model constructed based on three-dimensional computer image technology, and the target standard star element and the three-dimensional model corresponding to the target sight are independent of each other.

23. A device, characterized in that The device includes a processor and a memory; The memory is used to store computer programs; The processor is configured to execute the crosshair display method in a virtual scene according to any one of claims 1 to 11 according to the computer program.

24. A computer-readable storage medium, characterized in that The computer-readable storage medium is used to store a computer program, and the computer program is used to execute the crosshair display method in a virtual scene according to any one of claims 1 to 11.

25. A computer program product, characterized in that The computer program product includes instructions, and when the instructions are executed on a computer device, the computer device is caused to execute the method for displaying a crosshair in a virtual scene according to any one of claims 1 to 11.

Citation Information

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