Aiming assistance method, device, electronic device and storage medium in games
By predicting the appearance location of hostile units in the shooting game and adjusting the virtual sight, the problem of lack of auxiliary aiming for targets that do not appear in the field of vision in the prior art is solved, and the operation efficiency and experience in the game are improved.
Patent Information
- Application Number
- CN202210775582.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-07-01
- Publication Date
- 2025-01-10
- Estimated Expiration
- 2042-07-01
AI Technical Summary
In existing shooting games, there is a lack of auxiliary aiming measures for hostile units that have not yet appeared in the player's vision, which makes it difficult for users to aim accurately, affecting the game experience and operation efficiency.
By providing a graphical user interface in the game, predict the possible location of hostile units in the player's perspective screen and adjust the virtual sight to target that position to assist the player in attacking the upcoming target.
Simplifies player control, improves the diversity and accuracy of auxiliary aiming, improves the game experience, and ensures that players can effectively aim and attack targets in a short period of time.
Smart Images

Figure CN115228086B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of electronic digital data processing, and in particular to an auxiliary aiming method, device, electronic device and storage medium in a game. Background Art
[0002] This section is intended to provide a background or context to the embodiments of the disclosure that are recited in the claims. No description herein is admitted to be prior art by inclusion in this section.
[0003] In electronic games, especially shooting games, users usually control the movement of a virtual character or adjust the viewing angle of the virtual character to control the virtual crosshairs of a virtual prop (such as a weapon or a grenade, etc.) controlled by the virtual character to aim at a behavioral target.
[0004] Meanwhile, the auxiliary aiming solutions in the prior art are usually aimed at the hostile units that have appeared in the field of vision of the player, but no auxiliary aiming measures are provided for other hostile units that have not appeared in the field of vision of the player. Summary of the invention
[0005] In view of this, the present disclosure provides an auxiliary aiming method, device, electronic device and storage medium in a game.
[0006] Based on the above purpose, an exemplary embodiment of the present disclosure provides an auxiliary aiming method in a game, wherein a graphical user interface is provided through a first terminal, and the content displayed by the graphical user interface includes a player perspective image and a virtual crosshair obtained by observing a game scene from the perspective of a first player character controlled by the first terminal, and the method includes:
[0007] In response to an adjustment instruction for the aiming position of the virtual crosshair, adjusting the aiming position of the virtual crosshair in the player's perspective screen; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavioral target of the first player character;
[0008] Predicting a predicted position of the behavior target in the player's perspective screen, and controlling the virtual crosshairs to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the behavior target appearing at the predicted position;
[0009] The predicted position is a position where the behavior target may appear in the game scene.
[0010] Based on the same inventive concept, the exemplary embodiments of the present disclosure further provide an auxiliary aiming device in a game, wherein a graphical user interface is provided through a first terminal, and the content displayed by the graphical user interface includes a player perspective image and a virtual crosshair obtained by observing a game scene from the perspective of a first player character controlled by the first terminal, and the device comprises:
[0011] an aiming device, configured to adjust the aiming position of the virtual crosshair in the player's perspective screen in response to an adjustment instruction for the aiming position of the virtual crosshair; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavioral target of the first player character;
[0012] an auxiliary aiming device, configured to predict a predicted position of the behavior target in the player's perspective screen, and control the virtual crosshairs to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the behavior target appearing at the predicted position;
[0013] The predicted position is a position where the behavior target may appear in the game scene.
[0014] Based on the same inventive concept, an exemplary embodiment of the present disclosure further provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, any of the methods described above is implemented.
[0015] Based on the same inventive concept, an exemplary embodiment of the present disclosure further provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a computer to execute any of the above methods.
[0016] From the above, it can be seen that the auxiliary aiming method, device, electronic device and storage medium in the game provided by the embodiments of the present disclosure include: in response to an adjustment instruction for the aiming position of the virtual crosshair, adjusting the aiming position of the virtual crosshair in the player's perspective screen; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavior target of the first player character; predicting the predicted position of the behavior target in the player's perspective screen, and controlling the virtual crosshair to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the appearance of the behavior target at the predicted position; wherein the predicted position is the position where the behavior target may appear in the game scene. The present disclosure provides players with aiming assistance based on position prediction for targets that are about to appear in the player's field of view, simplifies player control, enriches the diversity of auxiliary aiming, and improves player experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] In order to more clearly illustrate the technical solutions in the present disclosure or related technologies, the drawings required for use in the embodiments or related technical descriptions are briefly introduced below. Obviously, the drawings described below are only embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0018] Figure 1 A schematic diagram of an application scenario of the auxiliary aiming method in a game provided according to an embodiment of the present disclosure;
[0019] Figure 2 A schematic diagram of another application scenario of the auxiliary aiming method in a game provided according to an embodiment of the present disclosure;
[0020] Figure 3 A schematic diagram of a flow chart of an auxiliary aiming method in a game provided by an embodiment of the present disclosure;
[0021] Figure 4 A schematic diagram of a structure of an auxiliary aiming device in a game provided by an embodiment of the present disclosure;
[0022] Figure 5 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION
[0023] In order to make the purpose, technical solutions and advantages of the present disclosure more clear, the principles and spirit of the present disclosure will be described with reference to several exemplary embodiments. It should be understood that these embodiments are provided only to enable those skilled in the art to better understand and implement the present disclosure, and are not intended to limit the scope of the present disclosure in any way. On the contrary, these embodiments are provided to make the present disclosure more thorough and complete, and to fully convey the scope of the present disclosure to those skilled in the art.
[0024] According to an embodiment of the present disclosure, a method, device, electronic device and storage medium for assisting aiming in a game are proposed.
[0025] It should be understood herein that any number of elements in the drawings is for illustration rather than limitation, and any naming is only for distinction rather than having any limiting meaning.
[0026] It should be noted that, unless otherwise defined, the technical terms or scientific terms used in the embodiments of the present disclosure should be understood by people with ordinary skills in the field to which the present disclosure belongs. The "first", "second" and similar words used in the embodiments of the present disclosure do not indicate any order, quantity or importance, but are only used to distinguish different components. "Including" or "comprising" and similar words mean that the elements or objects appearing before the word cover the elements or objects listed after the word and their equivalents, without excluding other elements or objects. "Connect" or "connected" and similar words are not limited to physical or mechanical connections, but can include electrical connections, whether direct or indirect. "Up", "down", "left", "right" and the like are only used to indicate relative positional relationships. When the absolute position of the described object changes, the relative positional relationship may also change accordingly.
[0027] The principle and spirit of the present disclosure are explained in detail below with reference to several representative embodiments of the present disclosure.
[0028] In the related art, in shooting games, usually, the user controls the virtual character to move or adjust the viewing angle to control the virtual crosshairs of the virtual props (such as weapons or grenades, etc.) controlled by the virtual character to achieve aiming at the behavioral target.
[0029] Meanwhile, the auxiliary aiming solutions in the prior art are usually aimed at the hostile units that have appeared in the field of vision of the player, but no auxiliary aiming measures are provided for other hostile units that have not appeared in the field of vision of the player.
[0030] In this case, when the target does not appear in the user's field of vision or attack range, the user needs to manually control the virtual joystick to move the virtual crosshairs to the position where the user estimates the target may appear. However, the accuracy of the user's estimated position cannot be guaranteed. Then, when the target appears in the user's field of vision or attack range, the user cannot aim in a short time and will miss the opportunity to act first, which may easily lead to the failure of the game and a poor user experience.
[0031] In order to solve the above problems, the present disclosure provides an auxiliary aiming scheme in a game, providing a graphical user interface through a first terminal, wherein the content displayed by the graphical user interface includes a player perspective screen and a virtual crosshair obtained by observing the game scene from the perspective of a first player character controlled by the first terminal, and the method includes: in response to an adjustment instruction for the aiming position of the virtual crosshair, adjusting the aiming position of the virtual crosshair in the player perspective screen; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavior target of the first player character; predicting the predicted position of the behavior target in the player perspective screen, and controlling the virtual crosshair to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the appearance of the behavior target at the predicted position; wherein the predicted position is the position where the behavior target may appear in the game scene. The present disclosure provides players with aiming assistance based on position prediction for targets that are about to appear in the player's field of vision, simplifies player control, enriches the diversity of auxiliary aiming, and improves player experience.
[0032] After introducing the basic principles of the present disclosure, various non-limiting embodiments of the present disclosure are described in detail below.
[0033] refer to Figure 1 , which is a schematic diagram of an application scenario of the auxiliary aiming method in the game provided by an embodiment of the present disclosure.
[0034] The application scenario includes a terminal device 101 .
[0035] Terminal devices include but are not limited to desktop computers, mobile phones, mobile computers, tablet computers, media players, smart wearable devices, personal digital assistants (PDAs) or other electronic devices that can achieve the above functions.
[0036] The terminal device 101 is used to provide a graphical user interface, and the content displayed by the graphical user interface includes a player perspective image and a virtual crosshair obtained by observing the game scene from the perspective of the first player character controlled by the terminal device 101. The virtual crosshair is a virtual crosshair of a virtual prop (such as a weapon or a grenade, etc.) controlled by the player character. The terminal device 101 has certain data storage and data computing capabilities.
[0037] Combine the following Figure 1The auxiliary aiming method in the game according to the exemplary embodiment of the present disclosure is described by using the application scenario. It should be noted that the above application scenario is only shown to facilitate understanding of the spirit and principle of the present disclosure, and the embodiments of the present disclosure are not limited in this respect. On the contrary, the embodiments of the present disclosure can be applied to any applicable scenario.
[0038] refer to Figure 2 , which is a schematic diagram of another application scenario of the auxiliary aiming method in the game provided by the embodiment of the present disclosure.
[0039] The application scenario includes a terminal device 101, a server 102 and a data storage system 103. The terminal device 101, the server 102 and the data storage system 103 may be connected via a wired or wireless communication network.
[0040] The terminal device 101 includes but is not limited to a desktop computer, a mobile phone, a mobile computer, a tablet computer, a media player, a smart wearable device, a personal digital assistant (PDA) or other electronic devices capable of realizing the above functions.
[0041] The server 102 is used to provide data computing services for terminal devices.
[0042] The data storage system 103 is used to provide data storage services for terminal devices.
[0043] Among them, the data storage system and server can be independent physical servers, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, as well as big data and artificial intelligence platforms.
[0044] Combine the following Figure 2 The auxiliary aiming method in the game according to the exemplary embodiment of the present disclosure is described by using the application scenario. It should be noted that the above application scenario is only shown to facilitate understanding of the spirit and principle of the present disclosure, and the embodiments of the present disclosure are not limited in this respect. On the contrary, the embodiments of the present disclosure can be applied to any applicable scenario.
[0045] refer to Figure 3 , which is a flow chart of the auxiliary aiming method in the game provided by the embodiment of the present disclosure.
[0046] The auxiliary aiming method in the game provides a graphical user interface through a first terminal, and the content displayed by the graphical user interface includes a player perspective image and a virtual crosshair obtained by observing the game scene from the perspective of a first player character controlled by the first terminal.
[0047] The auxiliary aiming method in the game includes the following steps:
[0048] Step S310, in response to an adjustment instruction for the aiming position of the virtual crosshair, adjust the aiming position of the virtual crosshair in the player's perspective screen; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavioral target of the first player character.
[0049] The virtual crosshairs are virtual crosshairs of virtual props (such as guns, bombs, or grenades, etc.) controlled by the first player character.
[0050] In some exemplary embodiments, the method further comprises:
[0051] In response to a movement instruction, the first player character is controlled to move in the game scene, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the movement.
[0052] Responding to the movement instruction may include: generating the movement instruction for a touch operation on a first designated area on the first joystick / first terminal graphical user interface.
[0053] In some exemplary embodiments, the content displayed by the graphical user interface further includes a first joystick; and the method further includes:
[0054] In response to a touch operation on the first joystick, the first player character is controlled to move in the game scene, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the movement.
[0055] Exemplarily, the first joystick may be a left movement joystick for controlling the movement of the character.
[0056] In some exemplary embodiments, the method further comprises:
[0057] In response to a touch operation on a first designated area on the graphical user interface, the first player character is controlled to move in the game scene, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the movement.
[0058] Exemplarily, the first designated area may be a left screen area preconfigured by the graphical user interface. The shape and size of the left screen area may be specifically configured according to requirements.
[0059] In some exemplary embodiments, the method further comprises:
[0060] In response to the perspective adjustment instruction, the viewing direction of the first player character in the game scene is controlled, and the aiming position of the virtual crosshair in the player perspective screen is adjusted according to the viewing direction.
[0061] Responding to the viewing angle adjustment instruction may include: generating a movement instruction for a touch operation on a second designated area on the second joystick / first terminal graphical user interface.
[0062] In some exemplary embodiments, the content displayed by the graphical user interface further includes a second joystick; and the method further includes:
[0063] In response to the touch operation on the second joystick, the viewing direction of the first player character in the game scene is controlled, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the viewing direction.
[0064] Exemplarily, the second joystick may be a right virtual joystick for adjusting the character's viewing direction (viewing angle).
[0065] In some exemplary embodiments, the method further comprises:
[0066] In response to a touch operation on a second designated area on the graphical user interface, the viewing direction of the first player character in the game scene is controlled, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the viewing direction.
[0067] Exemplarily, the second designated area may be a right screen area preconfigured by the graphical user interface. The shape and size of the right screen area may be specifically configured according to requirements.
[0068] In some exemplary embodiments, the aiming position of the virtual crosshair is directly in front of the face of the first player character. Therefore, the aiming position of the virtual crosshair can be controlled by controlling the position or viewing direction of the first player character in the game scene.
[0069] Step S320, predicting the predicted position of the behavior target in the player's perspective screen, and controlling the virtual crosshairs to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the behavior target appearing at the predicted position; wherein the predicted position is the position where the behavior target may appear in the game scene.
[0070] In some exemplary embodiments, the behavioral target includes a second player character in an adversarial relationship with the first player character;
[0071] The predicting of the predicted position of the behavior target of the first player character in the player's perspective image includes:
[0072] determining a first position at which the first player character is located;
[0073] Acquire a data pair consisting of a historical attack position of a historical player character and a historical attack pointing position, predict a second position that the second player character may be at based on the first position and the data pair, and use the second position as the predicted position;
[0074] The historical attack position represents the historical position of the player character when attacking; and the historical attack pointing position represents the pointing position of the historical player character when attacking.
[0075] The position of the second player character is predicted by the historical attacking position and the historical attacked position.
[0076] In some exemplary embodiments, predicting the second position where the second player character may be located based on the first position and the data pair includes:
[0077] In response to the first position of the first player character being the historical attack position, the historical attack pointing position corresponding to the historical attack position is used as the second position.
[0078] In some exemplary embodiments, the method further comprises:
[0079] In response to the fact that there are multiple historical attack pointing positions corresponding to the historical attack position, the historical attack pointing position with the highest occurrence frequency in the historical time period corresponding to the current time period among the multiple historical attack pointing positions is used as the second position.
[0080] In some exemplary embodiments, the predicting the predicted position of the behavior target of the first player character in the player's perspective screen further includes:
[0081] Acquire a historical movement trajectory of the second player character, and predict a third position of the second player character at a target time according to the historical movement trajectory, and use the third position as the predicted position;
[0082] The historical movement trajectory represents the movement trajectory of the second player character in the game scene at a historical moment.
[0083] The position of the second player character is predicted through the historical movement trajectory.
[0084] In some exemplary embodiments, the predicting the predicted position of the behavior target of the first player character in the player's perspective screen further includes:
[0085] In response to there being a plurality of second positions, the second position is at least partially replaced by the third position.
[0086] In some exemplary embodiments, in response to there being a plurality of second positions, at least partially replacing the second position with the third position comprises:
[0087] Replace the second position with a lower probability of appearing among the plurality of second positions with a third position with a higher probability of appearing among the plurality of third positions;
[0088] The occurrence probability represents the proportion of the occurrence times of each position among multiple positions of the same type in the total occurrence times.
[0089] In some exemplary embodiments, the historical number of occurrences of each position is maintained, and the sum of the historical number of occurrences of all positions is the total number of occurrences.
[0090] In some exemplary embodiments, the behavioral target includes a non-player character in an adversarial relationship with the first player character;
[0091] The predicting of the predicted position of the behavior target of the first player character in the player's perspective image includes:
[0092] A preset movement trajectory of the non-player character is obtained, and a fourth position of the non-player character at a target time is obtained according to the preset movement trajectory, and the fourth position is used as the predicted position.
[0093] Among them, since the movement trajectory of the non-player character is preset, it can be directly obtained and used to predict its position at the target time.
[0094] In some exemplary embodiments, the method further comprises:
[0095] Displaying a predicted position marker at the predicted position in the player's perspective screen;
[0096] The predicted position marker is used to prompt the user to prepare for aiming at the behavior target.
[0097] In some exemplary embodiments, the method further comprises:
[0098] When the virtual crosshair is within a preset range of the predicted position mark, in response to not detecting a touch operation on the virtual crosshair, the virtual crosshair is controlled to move to a position of the predicted position mark.
[0099] Among them, it is detected that the user has a tendency to attack based on the predicted position, helping the user to achieve more precise virtual crosshair control.
[0100] In some exemplary embodiments, after displaying the predicted position marker at the predicted position in the player perspective screen, the method further includes:
[0101] displaying a lock control in the graphical user interface;
[0102] In response to a touch operation on the locking control, the virtual crosshair is controlled to move and the position of the predicted position marker is locked.
[0103] Among them, locking means that the virtual crosshairs is fixedly aimed at the position of the predicted position mark and does not move, and the aiming position of the virtual crosshairs is no longer adjusted according to the adjustment instruction for the aiming position of the virtual crosshairs.
[0104] In some exemplary embodiments, the method further comprises:
[0105] In response to the virtual crosshairs being located at the position of the predicted position marker, the virtual crosshairs is highlighted in the graphical user interface by one or more methods including enlarging, bolding, highlighting or adding color.
[0106] In some exemplary embodiments, the method further comprises:
[0107] In response to a change in the player's perspective image, the predicted position in the player's perspective image is updated.
[0108] Among them, when the player's perspective screen changes, the position of the same predicted position in the game scene in the two perspective screens will change. In this case, the aiming direction of the virtual crosshairs can be adjusted according to the position of the predicted position in the changed player's perspective screen.
[0109] From the above, it can be seen that the auxiliary aiming method in the game provided by the embodiment of the present disclosure includes: in response to an adjustment instruction for the aiming position of the virtual crosshair, adjusting the aiming position of the virtual crosshair in the player's perspective screen; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavior target of the first player character; predicting the predicted position of the behavior target in the player's perspective screen, and controlling the virtual crosshair to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the appearance of the behavior target at the predicted position; wherein the predicted position is the position where the behavior target may appear in the game scene. The present disclosure provides players with aiming assistance based on position prediction for targets that are about to appear in the player's field of view, simplifies player control, enriches the diversity of auxiliary aiming, and improves player experience.
[0110] It should be noted that the method of the embodiment of the present disclosure can be performed by a single device, such as a computer or a server. The method of the present embodiment can also be applied in a distributed scenario and completed by multiple devices cooperating with each other. In the case of such a distributed scenario, one of the multiple devices can only perform one or more steps in the method of the embodiment of the present disclosure, and the multiple devices will interact with each other to complete the described method.
[0111] It should be noted that the above describes some embodiments of the present disclosure. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the above embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0112] Based on the same inventive concept, corresponding to any of the above-mentioned embodiments and methods, the present disclosure also provides an auxiliary aiming device in a game.
[0113] refer to Figure 4 , which is a structural schematic diagram of an auxiliary aiming device in a game provided by an embodiment of the present disclosure.
[0114] The auxiliary aiming device in the game provides a graphical user interface through a first terminal, and the content displayed by the graphical user interface includes a player perspective image and a virtual crosshair obtained by observing the game scene from the perspective of a first player character controlled by the first terminal.
[0115] The auxiliary aiming device in the game includes the following modules:
[0116] The aiming module 410 is configured to adjust the aiming position of the virtual crosshair in the player perspective screen in response to an adjustment instruction for the aiming position of the virtual crosshair; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavioral target of the first player character;
[0117] The auxiliary aiming module 420 is configured to predict the predicted position of the behavior target in the player's perspective screen, and control the virtual crosshairs to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the behavior target appearing at the predicted position;
[0118] The predicted position is a position where the behavior target may appear in the game scene.
[0119] In some exemplary embodiments, the content displayed by the graphical user interface further includes a first joystick; the aiming module 410 is further configured to:
[0120] In response to a touch operation on the first joystick, the first player character is controlled to move in the game scene, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the movement.
[0121] In some exemplary embodiments, the content displayed by the graphical user interface further includes a second joystick; the aiming module 410 is further configured to:
[0122] In response to the touch operation on the second joystick, the viewing direction of the first player character in the game scene is controlled, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the viewing direction.
[0123] In some exemplary embodiments, the behavioral target includes a second player character in an adversarial relationship with the first player character;
[0124] The auxiliary aiming module 420 is specifically configured as follows:
[0125] determining a first position at which the first player character is located;
[0126] Acquire a data pair consisting of a historical attack position of a historical player character and a historical attack pointing position, predict a second position that the second player character may be at based on the first position and the data pair, and use the second position as the predicted position;
[0127] The historical attack position represents the historical position of the player character when attacking; and the historical attack pointing position represents the pointing position of the historical player character when attacking.
[0128] In some exemplary embodiments, the auxiliary aiming module 420 is specifically configured to:
[0129] In response to the first position of the first player character being the historical attack position, the historical attack pointing position corresponding to the historical attack position is used as the second position.
[0130] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0131] In response to the fact that there are multiple historical attack pointing positions corresponding to the historical attack position, the historical attack pointing position with the highest occurrence frequency in the historical time period corresponding to the current time period among the multiple historical attack pointing positions is used as the second position.
[0132] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0133] Acquire a historical movement trajectory of the second player character, and predict a third position of the second player character at a target time according to the historical movement trajectory, and use the third position as the predicted position;
[0134] The historical movement trajectory represents the movement trajectory of the second player character in the game scene at a historical moment.
[0135] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0136] In response to there being a plurality of second positions, the second position is at least partially replaced by the third position.
[0137] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0138] Replace the second position with a lower probability of appearing among the plurality of second positions with a third position with a higher probability of appearing among the plurality of third positions;
[0139] The occurrence probability represents the proportion of the occurrence times of each position among multiple positions of the same type.
[0140] In some exemplary embodiments, the behavioral target includes a non-player character in an adversarial relationship with the first player character;
[0141] The auxiliary aiming module 420 is specifically configured as follows:
[0142] A preset movement trajectory of the non-player character is obtained, and a fourth position of the non-player character at a target time is obtained according to the preset movement trajectory, and the fourth position is used as the predicted position.
[0143] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0144] Displaying a predicted position marker at the predicted position in the player's perspective screen;
[0145] The predicted position marker is used to prompt the user to prepare for aiming at the behavior target.
[0146] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0147] When the virtual crosshair is within a preset range of the predicted position mark, in response to not detecting a touch operation on the virtual crosshair, the virtual crosshair is controlled to move to a position of the predicted position mark.
[0148] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0149] displaying a lock control in the graphical user interface;
[0150] In response to a touch operation on the locking control, the virtual crosshair is controlled to move and the position of the predicted position marker is locked.
[0151] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0152] In response to the virtual crosshairs being located at the position of the predicted position marker, the virtual crosshairs is highlighted in the graphical user interface by one or more methods including enlarging, bolding, highlighting or adding color.
[0153] In some exemplary embodiments, the auxiliary aiming module 420 is further configured to:
[0154] In response to a change in the player's perspective image, the predicted position in the player's perspective image is updated.
[0155] For the convenience of description, the above device is described by dividing it into various modules according to its functions. Of course, when implementing the present disclosure, the functions of each module can be implemented in the same or multiple software and / or hardware.
[0156] The device of the above embodiment is used to implement the auxiliary aiming method in the corresponding game in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be repeated here.
[0157] Based on the same inventive concept, corresponding to any of the above-mentioned embodiments and methods, the present disclosure also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the auxiliary aiming method in the game described in any of the above embodiments is implemented.
[0158] Figure 5 A more specific schematic diagram of the hardware structure of an electronic device provided in this embodiment is shown, and the device may include: a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040 are connected to each other through the bus 1050 in the device.
[0159] The processor 1010 can be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0160] The memory 1020 may be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 may store an operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program codes are stored in the memory 1020 and are called and executed by the processor 1010.
[0161] The input / output interface 1030 is used to connect the input / output module to realize information input and output. The input / output module can be configured in the device as a component (not shown in the figure), or it can be externally connected to the device to provide corresponding functions. The input device may include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device may include a display, a speaker, a vibrator, an indicator light, etc.
[0162] The communication interface 1040 is used to connect a communication module (not shown) to realize communication interaction between the device and other devices. The communication module can realize communication through a wired mode (such as USB, network cable, etc.) or a wireless mode (such as mobile network, WIFI, Bluetooth, etc.).
[0163] The bus 1050 includes a path that transmits information between the various components of the device (eg, the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040).
[0164] It should be noted that, although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040 and the bus 1050, in the specific implementation process, the device may also include other components necessary for normal operation. In addition, it can be understood by those skilled in the art that the above device may also only include the components necessary for implementing the embodiments of the present specification, and does not necessarily include all the components shown in the figure.
[0165] The electronic device of the above embodiment is used to implement the auxiliary aiming method in the corresponding game in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be repeated here.
[0166] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present disclosure also provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable the computer to execute the auxiliary aiming method in the game as described in any of the above embodiments.
[0167] The above-mentioned non-transitory computer-readable storage medium can be any available medium or data storage device that can be accessed by a computer, including but not limited to magnetic storage (such as floppy disks, hard disks, magnetic tapes, magneto-optical disks (MO), etc.), optical storage (such as CD, DVD, BD, HVD, etc.), and semiconductor storage (such as ROM, EPROM, EEPROM, non-volatile memory (NAND FLASH), solid-state drive (SSD)), etc.
[0168] The computer instructions stored in the storage medium of the above embodiment are used to enable the computer to execute the auxiliary aiming method in the game as described in any embodiment in the above exemplary method part, and have the beneficial effects of the corresponding method embodiment, which will not be repeated here.
[0169] Those skilled in the art will appreciate that the embodiments of the present disclosure may be implemented as a system, method, or computer program product. Therefore, the present disclosure may be specifically implemented in the following forms, namely: complete hardware, complete software (including firmware, resident software, microcode, etc.), or a combination of hardware and software, generally referred to herein as a "circuit," "module," or "system." In addition, in some embodiments, the present disclosure may also be implemented in the form of a computer program product in one or more computer-readable media, which contains computer-readable program code.
[0170] Any combination of one or more computer-readable media may be used. A computer-readable medium may be a computer-readable signal medium or a computer-readable storage medium. A computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples (non-exhaustive examples) of computer-readable storage media may include, for example: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In this document, a computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in combination with an instruction execution system, device or device.
[0171] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, which carry computer-readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Computer-readable signal media may also be any computer-readable medium other than a computer-readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0172] The program code embodied on the computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0173] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages or a combination thereof, including object-oriented programming languages such as Java, Smalltalk, C++, and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0174] It should be understood that each box in the flowchart and / or block diagram and the combination of boxes in the flowchart and / or block diagram can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer or other programmable data processing device to produce a machine, and these computer program instructions are executed by a computer or other programmable data processing device to produce a device that implements the functions / operations specified in the boxes in the flowchart and / or block diagram.
[0175] These computer program instructions may also be stored in a computer-readable medium that enables a computer or other programmable data processing device to operate in a specific manner, so that the instructions stored in the computer-readable medium produce a product that includes an instruction device that implements the functions / operations specified in the blocks in the flowchart and / or block diagram.
[0176] Computer program instructions may also be loaded onto a computer, other programmable data processing apparatus, or other device so that a series of operational steps are performed on the computer, other programmable data processing apparatus, or other device to produce a computer-implemented process, thereby enabling the instructions executed on the computer or other programmable device to provide a process for implementing the functions / operations specified in the blocks in the flowchart and / or block diagram.
[0177] In addition, although the operations of the disclosed method are described in a particular order in the accompanying drawings, this does not require or imply that the operations must be performed in this particular order, or that all the operations shown must be performed to achieve the desired results. On the contrary, the steps depicted in the flow chart can be performed in a different order. Additionally or alternatively, some steps can be omitted, multiple steps can be combined into one step, and / or one step can be decomposed into multiple steps.
[0178] The use of the verbs "comprise", "include" and their conjugations mentioned in the application documents does not exclude the presence of elements or steps other than those recorded in the application documents. The article "a" or "an" before an element does not exclude the presence of a plurality of such elements.
[0179] Although the spirit and principle of the present disclosure have been described with reference to several specific embodiments, it should be understood that the present disclosure is not limited to the disclosed specific embodiments, and the division of various aspects does not mean that the features in these aspects cannot be combined to benefit, and such division is only for the convenience of expression. The present disclosure is intended to cover various modifications and equivalent arrangements included in the spirit and scope of the attached claims. The scope of the attached claims conforms to the broadest interpretation, thereby including all such modifications and equivalent structures and functions.
Claims
1. An auxiliary aiming method in a game, characterized in that: Providing a graphical user interface through a first terminal, wherein the graphical user interface displays content including a player perspective image and a virtual crosshair obtained by observing a game scene from the perspective of a first player character controlled by the first terminal, the method comprising: In response to an adjustment instruction for the aiming position of the virtual crosshair, adjusting the aiming position of the virtual crosshair in the player's perspective screen; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavioral target of the first player character; Predicting a predicted position of the behavior target in the player's perspective screen, and controlling the virtual crosshair to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the behavior target appearing at the predicted position; wherein the predicted position is a position where the behavior target may appear in the game scene; Wherein, the behavior target includes a second player character that is in a confrontational relationship with the first player character; then, predicting the predicted position of the behavior target in the player's perspective screen includes: determining a first position at which the first player character is located; Acquire a data pair consisting of a historical attack position of a historical player character and a historical attack pointing position, predict a second position that the second player character may be at based on the first position and the data pair, and use the second position as the predicted position; The historical attack position represents the historical position of the player character when attacking; and the historical attack pointing position represents the pointing position of the historical player character when attacking.
2. The method according to claim 1, characterized in that: The content displayed by the graphical user interface also includes a first joystick; the method also includes: In response to a touch operation on the first joystick, the first player character is controlled to move in the game scene, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the movement.
3. The method according to claim 1, characterized in that The content displayed by the graphical user interface also includes a second joystick; the method also includes: In response to the touch operation on the second joystick, the viewing direction of the first player character in the game scene is controlled, and the aiming position of the virtual crosshair in the player's perspective screen is adjusted according to the viewing direction.
4. The method according to claim 1, characterized in that The step of predicting a possible second position of the second player character based on the first position and the data pair includes: In response to the first position of the first player character being the historical attack position, the historical attack pointing position corresponding to the historical attack position is used as the second position.
5. The method according to claim 4, characterized in that The method further comprises: In response to the fact that there are multiple historical attack pointing positions corresponding to the historical attack position, the historical attack pointing position with the highest occurrence frequency in the historical time period corresponding to the current time period among the multiple historical attack pointing positions is used as the second position.
6. The method according to claim 1, characterized in that The predicting of the predicted position of the behavior target of the first player character in the player's perspective screen also includes: Acquire a historical movement trajectory of the second player character, and predict a third position of the second player character at a target time according to the historical movement trajectory, and use the third position as the predicted position; The historical movement trajectory represents the movement trajectory of the second player character in the game scene at a historical moment.
7. The method according to claim 6, characterized in that The predicting of the predicted position of the behavior target of the first player character in the player's perspective screen also includes: In response to there being a plurality of second positions, the second position is at least partially replaced by the third position.
8. The method according to claim 7, characterized in that In response to there being a plurality of second positions, at least partially replacing the second position with the third position comprises: Replace the second position with a lower probability of appearing among the plurality of second positions with a third position with a higher probability of appearing among the plurality of third positions; The occurrence probability represents the proportion of the occurrence times of each position among multiple positions of the same type.
9. The method according to claim 1, characterized in that: The behavioral target includes a non-player character in an adversarial relationship with the first player character; The predicting of the predicted position of the behavior target of the first player character in the player's perspective image includes: A preset movement trajectory of the non-player character is obtained, and a fourth position of the non-player character at a target time is obtained according to the preset movement trajectory, and the fourth position is used as the predicted position.
10. The method according to claim 1, characterized in that The method further comprises: Displaying a predicted position marker at the predicted position in the player's perspective screen; The predicted position marker is used to prompt the user to prepare for aiming at the behavior target.
11. The method according to claim 10, characterized in that The method further comprises: When the virtual crosshair is within a preset range of the predicted position mark, in response to not detecting a touch operation on the virtual crosshair, the virtual crosshair is controlled to move to a position of the predicted position mark.
12. The method according to claim 10, characterized in that After displaying the predicted position mark at the predicted position in the player's perspective screen, the method further includes: displaying a lock control in the graphical user interface; In response to a touch operation on the locking control, the virtual crosshair is controlled to move and the position of the predicted position marker is locked.
13. The method according to claim 1, characterized in that The method further comprises: In response to the virtual crosshairs being located at the position of the predicted position marker, the virtual crosshairs is highlighted in the graphical user interface by one or more methods including enlarging, bolding, highlighting or adding color.
14. The method according to claim 1, characterized in that The method further comprises: In response to a change in the player's perspective image, the predicted position in the player's perspective image is updated.
15. An auxiliary aiming device in a game, characterized in that: A graphical user interface is provided through a first terminal, wherein the content displayed by the graphical user interface includes a player perspective image and a virtual crosshair obtained by observing a game scene from the perspective of a first player character controlled by the first terminal, and the device includes: an aiming module, configured to adjust the aiming position of the virtual crosshair in the player's perspective screen in response to an adjustment instruction for the aiming position of the virtual crosshair; wherein the aiming position represents the position in the game scene pointed to by the virtual crosshair, and the virtual crosshair is used to assist in aiming at the behavioral target of the first player character; an auxiliary aiming module, configured to predict a predicted position of the behavior target in the player's perspective image, and control the virtual crosshairs to aim at the predicted position, so as to control the first player character to attack the behavior target in response to the behavior target appearing at the predicted position; wherein the predicted position is a position where the behavior target may appear in the game scene; Wherein, the behavior target includes a second player character that is in a confrontational relationship with the first player character; then, the auxiliary aiming module is specifically configured as follows: Determine a first position of the first player character; obtain a data pair consisting of a historical attack position and a historical attack pointing position of the historical player character, predict a second position that the second player character may be in based on the first position and the data pair, and use the second position as the predicted position; wherein the historical attack position represents the historical position of the player character when attacking; and the historical attack pointing position represents the pointing position of the historical player character when attacking.
16. An electronic device, characterized in that: The method comprises a memory, a processor and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, the method according to any one of claims 1 to 14 is implemented.
17. A non-transitory computer-readable storage medium, characterized in that: The non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to cause a computer to execute the method of any one of claims 1 to 14.
Citation Information
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