Game control method, device, storage medium and electronic device

By adjusting and locking the crosshair position of the virtual camera in the graphical user interface, convenient interaction with virtual objects is achieved, solving the problem of limited observation of virtual scenes and improving interaction efficiency.

CN115400420BActive Publication Date: 2025-01-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211048334.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-30
Publication Date
2025-01-10
Estimated Expiration
2042-08-30

AI Technical Summary

Technical Problem

In virtual scenes, when observing virtual objects from different directions and distances, existing technologies require moving the virtual scene to align with a specific object, resulting in significant limitations in observation, making it easy to miss key information and hindering the achievement of interactive objectives.

Method used

The terminal device provides a graphical user interface, uses a virtual camera to capture virtual scenes, responds to field of view adjustment operations to adjust the position of the first crosshair, and displays a second crosshair after locking, allowing the second crosshair to move within the virtual character's associated area to select the target virtual object, thus realizing interactive operation.

Benefits of technology

It improves the ease of interaction with virtual objects, avoids the limitations of observation caused by the movement of virtual scene screens, and enhances interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a method, device, storage medium and electronic device for game control; it relates to the field of virtual interaction technology. The method comprises: in response to the field of view adjustment operation of the virtual camera, adjusting the position of the first crosshair; in response to the locking operation of the first crosshair, controlling the first crosshair to be fixed at the current position and displaying the second crosshair in the graphical user interface, and displaying the target scene screen when the first crosshair is fixed at the current position through the graphical user interface; when the graphical user interface keeps displaying the target scene screen, in response to the moving operation of the second crosshair, controlling the second crosshair to move within the associated area of ​​the virtual character; in response to the second crosshair falling into the response area of ​​the target virtual object within the associated area, selecting the target virtual object as the object to be interacted with. The present disclosure can improve the convenience of the interaction process with virtual objects.
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Description

Technical Field

[0001] The present disclosure relates to the field of virtual interaction technology, and in particular to a game control method, a game control device, a computer-readable storage medium, and an electronic device. Background Art

[0002] In a virtual scene, you need to constantly observe virtual scenes in different directions and distances, and you also need to interact with specific virtual objects. This may result in a situation where a smaller virtual object is selected in a larger virtual scene.

[0003] In the current solution, it is necessary to move the screen of the virtual scene and use the crosshairs to aim at a specific virtual object before starting the interaction.

[0004] In the above solution, since many virtual objects are on the ground or other locations in the virtual scene, the virtual scene needs to be moved in order to aim the crosshairs at these virtual objects. This leads to greater limitations when observing the virtual scene, and it is easy to miss key information, so that the purpose of interaction cannot be achieved.

[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute the prior art known to ordinary technicians in the field. Summary of the invention

[0006] The purpose of the embodiments of the present disclosure is to provide a game control method, a game control device, a computer-readable storage medium, and an electronic device, thereby at least to a certain extent solving the problem of the large limitations of scene observation when interacting with virtual objects, thereby improving the convenience of interacting with virtual objects.

[0007] According to one aspect of the present disclosure, a method for controlling a game is provided, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes a scene image of a virtual scene captured through a virtual camera and a first crosshair, wherein the virtual scene includes a virtual character and a virtual object, and the method includes:

[0008] In response to a field of view adjustment operation for the virtual camera, adjusting a position of the first crosshair;

[0009] In response to a locking operation on the first crosshair, controlling the first crosshair to be fixed at a current position and displaying a second crosshair on the graphical user interface, and displaying a target scene picture when the first crosshair is fixed at the current position through the graphical user interface;

[0010] When the graphical user interface keeps displaying the target scene screen, responding to a movement operation on the second crosshair, controlling the second crosshair to move within an associated area of ​​the virtual character;

[0011] In response to the second crosshair falling into a response area of ​​a target virtual object within the associated area, the target virtual object is selected as an object to be interacted with.

[0012] In an exemplary embodiment of the present disclosure, the method further includes:

[0013] In response to the shooting operation, the shooting device held by the virtual character is controlled to shoot in the direction corresponding to the first crosshair in the virtual scene.

[0014] In an exemplary embodiment of the present disclosure, when the target virtual object is selected as the object to be interacted with, the method further includes:

[0015] displaying interactive controls in the graphical user interface;

[0016] In response to a selection operation on the interactive control, an interactive operation corresponding to the interactive control is performed on the target virtual object.

[0017] In an exemplary embodiment of the present disclosure, the interactive control includes a marking control, and the step of responding to a selection operation on the interactive control and performing an interactive operation corresponding to the interactive control on the target virtual object includes:

[0018] In response to a selection operation on the marking control, the target virtual object is marked.

[0019] In an exemplary embodiment of the present disclosure, the interactive control includes a pick-up control, and the step of responding to a selection operation on the interactive control and performing an interactive operation corresponding to the interactive control on the target virtual object includes:

[0020] In response to a selection operation on the picking control, the target virtual object is picked up.

[0021] In an exemplary embodiment of the present disclosure, the method further includes:

[0022] In response to an unlocking operation on the first crosshair, the first crosshair is set to a movable state, and the second crosshair is hidden.

[0023] In an exemplary embodiment of the present disclosure, the method further includes:

[0024] When the first crosshair is in a movable state, in response to a field of view adjustment operation of the virtual camera, the position of the first crosshair is adjusted.

[0025] In an exemplary embodiment of the present disclosure, the associated area is a circular area with the virtual character as the center and a preset value as the radius;

[0026] Displaying a second crosshair on the graphical user interface includes:

[0027] Determine a line connecting the center of the circular area and the first center;

[0028] Determine the intersection point of the connecting line and the circular area;

[0029] The second crosshair is displayed at a position in the graphical user interface corresponding to the intersection.

[0030] In an exemplary embodiment of the present disclosure, the method further includes:

[0031] When the second crosshair is displayed on the graphical user interface, the first crosshair is displayed with a preset transparency.

[0032] According to one aspect of the present disclosure, a game control device is provided, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a scene image of a virtual scene captured by a virtual camera and a first crosshair, wherein the virtual scene includes a virtual character and a virtual object, and the device includes:

[0033] A first control module, configured to adjust the position of the first crosshair in response to a field of view adjustment operation of the virtual camera;

[0034] a crosshair switching module, configured to respond to a locking operation on the first crosshair, control the first crosshair to be fixed at a current position and display a second crosshair on the graphical user interface, and display a target scene picture when the first crosshair is fixed at the current position through the graphical user interface;

[0035] A second control module is used for controlling the second crosshair to move within the associated area of ​​the virtual character in response to a movement operation on the second crosshair when the graphical user interface keeps displaying the target scene screen;

[0036] The object selection module is used to select the target virtual object as the object to be interacted with in response to the second crosshair falling into the response area of ​​the target virtual object in the associated area.

[0037] In an exemplary embodiment of the present disclosure, the device further includes:

[0038] The shooting module is used to respond to the shooting operation and control the shooting device held by the virtual character to shoot in the direction corresponding to the first crosshair in the virtual scene.

[0039] In an exemplary embodiment of the present disclosure, the device further includes:

[0040] An interactive control module, used for displaying an interactive control in the graphical user interface when the target virtual object is selected as the object to be interacted with;

[0041] In response to a selection operation on the interactive control, an interactive operation corresponding to the interactive control is performed on the target virtual object.

[0042] In an exemplary embodiment of the present disclosure, the interactive control includes a marking control, and in response to a selection operation on the interactive control, the interactive control module is configured to mark the target virtual object in response to the selection operation on the marking control.

[0043] In an exemplary embodiment of the present disclosure, the interactive control includes a pick-up control, and the interactive control module is used to pick up the target virtual object in response to a selection operation on the pick-up control.

[0044] In an exemplary embodiment of the present disclosure, the device further includes:

[0045] The first unlocking module is used to respond to the unlocking operation on the first crosshair, put the first crosshair into a movable state, and hide the second crosshair.

[0046] In an exemplary embodiment of the present disclosure, the device further includes:

[0047] The first crosshair moving module is used to adjust the position of the first crosshair in response to the field of view adjustment operation of the virtual camera when the first crosshair is in a movable state.

[0048] In an exemplary embodiment of the present disclosure, the second control module is used to determine a line connecting the center of the circular area and the first crosshair;

[0049] Determine the intersection point of the connecting line and the circular area;

[0050] The second crosshair is displayed at a position in the graphical user interface corresponding to the intersection.

[0051] In an exemplary embodiment of the present disclosure, the device further includes:

[0052] A special display module is used to display the first crosshair with a preset transparency when the second crosshair is displayed on the graphical user interface.

[0053] According to one aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, any one of the above methods is implemented.

[0054] In an exemplary embodiment of the present disclosure, according to one aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute any one of the methods described above by executing the executable instructions.

[0055] The exemplary embodiments of the present disclosure may have some or all of the following beneficial effects:

[0056] In the method of game control provided in the disclosed example implementation, the position of the first crosshair is adjusted by responding to the field of view adjustment operation for the virtual camera; in response to the locking operation for the first crosshair, the first crosshair is controlled to be fixed at the current position and the second crosshair is displayed in the graphical user interface, and the target scene screen when the first crosshair is fixed at the current position is displayed through the graphical user interface; when the graphical user interface keeps displaying the target scene screen, in response to the moving operation for the second crosshair, the second crosshair is controlled to move within the associated area of ​​the virtual character; in response to the second crosshair falling into the response area of ​​the target virtual object within the associated area, the target virtual object is selected as the object to be interacted. The implementation of the embodiments of the present disclosure, on the one hand, avoids the need to transfer the screen of the virtual scene in order to interact with the virtual object, and improves the convenience of interacting with the virtual object; on the other hand, it is no longer necessary to specifically move the virtual scene screen, avoids the limitation of not being able to observe the virtual scene, and reduces the limitation of observing the virtual scene.

[0057] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the present disclosure. BRIEF DESCRIPTION OF THE DRAWINGS

[0058] The accompanying drawings herein are incorporated into the specification and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification are used to explain the principles of the present disclosure. Obviously, the accompanying drawings described below are only some embodiments of the present disclosure, and for ordinary technicians in this field, other accompanying drawings can be obtained based on these accompanying drawings without creative work.

[0059] Figure 1 A schematic diagram showing an application environment in which a method and device for controlling a game according to an embodiment of the present disclosure can be applied;

[0060] Figure 2 A schematic diagram showing the structure of a computer system suitable for implementing an electronic device of an embodiment of the present disclosure is shown;

[0061] Figure 3 A flowchart schematically shows a method for controlling a game according to an embodiment of the present disclosure;

[0062] Figure 4 The schematic diagram of the interface of the first crosshair and the second crosshair according to one embodiment of the present disclosure is schematically shown;

[0063] Figure 5 The structure block diagram of a game control device according to an embodiment of the present disclosure is schematically shown. DETAILED DESCRIPTION

[0064] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as being limited to the examples set forth herein; on the contrary, these embodiments are provided so that the present disclosure will be more comprehensive and complete, and the concepts of the example embodiments are fully conveyed to those skilled in the art. The described features, structures, or characteristics may be combined in one or more embodiments in any suitable manner. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or other methods, components, devices, steps, etc. may be adopted. In other cases, known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.

[0065] In addition, the accompanying drawings are only schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the figures represent the same or similar parts, and their repeated description will be omitted. Some of the block diagrams shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or implemented in one or more hardware modules or integrated circuits, or implemented in different networks and / or processor devices and / or microcontroller devices.

[0066] Figure 1 A schematic diagram showing an exemplary application environment in which a method and apparatus for controlling a game according to an embodiment of the present disclosure can be applied is shown.

[0067] like Figure 1 As shown, it may include one or more of terminal devices 101, 102, and 103. Terminal devices 101, 102, and 103 may be various electronic devices with display screens, including but not limited to desktop computers, portable computers, smart phones, and tablet computers.

[0068] The method for controlling a game in one embodiment of the present disclosure may be run on a local terminal device or a server. When the method for controlling a game is run on a server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0069] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the running body of the game program and the game screen presentation body are separated. The storage and operation of the game control method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0070] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is conventionally downloaded and installed through the terminal device and run. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0071] Figure 2 A schematic diagram of the structure of a computer system suitable for implementing an electronic device of an embodiment of the present disclosure is shown.

[0072] It should be noted that Figure 2 The computer system 200 of the electronic device shown is only an example and should not bring any limitation to the functions and placement scope of the embodiments of the present disclosure.

[0073] like Figure 2As shown, the computer system 200 includes a central processing unit (CPU) 201, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 202 or a program loaded from a storage part 208 into a random access memory (RAM) 203. Various programs and data required for system operation are also stored in the RAM 203. The CPU 201, the ROM 202, and the RAM 203 are connected to each other via a bus 204. An input / output (I / O) interface 205 is also connected to the bus 204.

[0074] The following components are connected to the I / O interface 205: an input section 206 including a keyboard, a mouse, etc.; an output section 207 including a cathode ray tube (CRT), a liquid crystal display (LCD), etc., and a speaker, etc.; a storage section 208 including a hard disk, etc.; and a communication section 209 including a network interface card such as a LAN card, a modem, etc. The communication section 209 performs communication processing via a network such as the Internet. A drive 210 is also connected to the I / O interface 205 as needed. A removable medium 211, such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 210 as needed, so that a computer program read therefrom is installed into the storage section 208 as needed.

[0075] In particular, according to an embodiment of the present disclosure, the process described below with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through the communication part 209, and / or installed from a removable medium 211. When the computer program is executed by the central processing unit (CPU) 201, various functions defined in the method and apparatus of the present application are executed.

[0076] It should be noted that the computer-readable storage medium shown in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium may be, for example, but not limited to, a system, device or device of electricity, magnetism, light, electromagnetic, infrared, or semiconductor, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: 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. The flowcharts and block diagrams in the accompanying drawings illustrate the possible architecture, functions and operations of the systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each box in the flowchart or block diagram may represent a module, a program segment, or a part of a code, and the above module, program segment, or a part of a code contains one or more executable instructions for implementing a specified logical function.

[0077] The units involved in the embodiments described in the present disclosure may be implemented by software or hardware, and the units described may also be arranged in a processor. The names of these units do not, in some cases, constitute limitations on the units themselves.

[0078] It should be noted that the virtual scene involved in the exemplary embodiment of the present disclosure may be a digital scene drawn by a computer, mobile phone, tablet computer or other intelligent terminal device through digital technology. The virtual scene may include buildings or structures such as houses, buildings, gardens, bridges, pools, etc., and may also include natural landscapes such as mountains, rivers, lakes, and any virtual items or virtual props such as weapons, tools, and creatures. The virtual scene may be a simulation of the real world, a purely fictional virtual scene, or a partially simulated and partially fictional virtual scene, and this exemplary embodiment does not specifically limit this.

[0079] The present disclosure can be used for virtual display programs, three-dimensional map programs, multiplayer online tactical competitive games (Multiplayer Online Battle Arena, MOBA for short), etc.

[0080] refer to Figure 3 As shown, the game control method provides a graphical user interface through a terminal device, wherein the graphical user interface includes a scene image of a virtual scene captured by a virtual camera and a first crosshair, wherein the virtual scene includes a virtual character and a virtual object, and the method includes:

[0081] Step S310, in response to a field of view adjustment operation for the virtual camera, adjusting the position of the first crosshair;

[0082] Step S320, in response to the locking operation on the first crosshair, controlling the first crosshair to be fixed at the current position and displaying the second crosshair on the graphical user interface, and displaying the target scene picture when the first crosshair is fixed at the current position through the graphical user interface;

[0083] Step S330, when the graphical user interface keeps displaying the target scene screen, in response to a movement operation on the second crosshair, controlling the second crosshair to move within an associated area of ​​the virtual character;

[0084] Step S340: In response to the second crosshair falling into the response area of ​​the target virtual object in the associated area, the target virtual object is selected as the object to be interacted with.

[0085] In the game control method provided in this example implementation, the position of the first crosshair is adjusted by responding to the field of view adjustment operation for the virtual camera; in response to the locking operation for the first crosshair, the first crosshair is controlled to be fixed at the current position and the second crosshair is displayed in the graphical user interface, and the target scene screen when the first crosshair is fixed at the current position is displayed through the graphical user interface; when the graphical user interface keeps displaying the target scene screen, in response to the moving operation for the second crosshair, the second crosshair is controlled to move within the associated area of ​​the virtual character; in response to the second crosshair falling into the response area of ​​the target virtual object within the associated area, the target virtual object is selected as the object to be interacted with. The implementation of the embodiments of the present disclosure, on the one hand, avoids the need to transfer the screen of the virtual scene in order to interact with the virtual object, and improves the convenience of interacting with the virtual object; on the other hand, it is no longer necessary to specifically move the virtual scene screen, avoids the limitation of not being able to observe the virtual scene, and reduces the limitation of observing the virtual scene.

[0086] The above steps are described in more detail below.

[0087] A virtual character is a three-dimensional model created based on animation skeleton technology. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.

[0088] The virtual camera is a three-dimensional model located around the virtual character in a three-dimensional virtual environment. When the first-person perspective is adopted, the camera model is located near the head of the virtual character or at the head of the virtual character; when the third-person perspective is adopted, the camera model can be located behind the virtual character and bound to the virtual character, or can be located at any position at a preset distance from the virtual character. Through the camera model, the virtual character in the three-dimensional virtual environment can be observed from different angles. Optionally, when the third-person perspective is a first-person over-the-shoulder perspective, the camera model is located behind the virtual character (such as the head and shoulders of the virtual character). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as a bird's-eye view; when the bird's-eye view is adopted, the camera model can be located above the head of the virtual character, and the bird's-eye view is a perspective for observing the virtual environment from an aerial perspective. Optionally, the camera model will not be actually displayed in the three-dimensional virtual environment, that is, the camera model is not displayed in the three-dimensional virtual environment displayed in the user interface.

[0089] Objects in a virtual scene can be divided into static objects and dynamic objects. Static objects are fixed in the virtual scene and do not move, such as stones and randomly generated props on the ground; dynamic objects can be virtual objects including virtual characters and other movable virtual objects (virtual animals, etc.).

[0090] In step S310, in response to a field of view adjustment operation for the virtual camera, the position of the first crosshair is adjusted.

[0091] In the embodiments of the present disclosure, the first perspective or the third perspective may be adopted, or different perspectives may be switched at any time. The field of view adjustment operation may be an operation implemented based on an external device such as a keyboard, a handle, etc.; it may also be an operation based on generating a control on a graphical user interface and performing a preset operation based on the control; it may also be a gesture touch operation directly acting on the graphical user interface, etc. The embodiments of the present disclosure are not limited here.

[0092] You can directly slide on the graphical user interface to control the virtual camera. For example, you can control the virtual character to move forward based on the mobile wheel control, so that the virtual camera bound to the virtual character moves forward, and then the position of the picture that the virtual camera can obtain is in front of the original virtual scene picture. It is also possible to rotate the virtual camera in place without displacement so that the virtual scene pictures in different directions at the same position can be obtained.

[0093] The crosshair can be kept at the center of the virtual scene display area. The movement of the crosshair corresponds to the change of the virtual camera. If the virtual camera moves forward, the position of the first crosshair also moves forward. If the virtual camera rotates, the crosshair moves in an arc or circle.

[0094] In step S320, in response to the locking operation on the first crosshair, the first crosshair is controlled to be fixed at the current position and the second crosshair is displayed on the graphical user interface, and the target scene screen when the first crosshair is fixed at the current position is displayed through the graphical user interface.

[0095] In the disclosed embodiments, the lock operation may be responded to based on an external device such as a keyboard, a function control displayed on a graphical user interface, or other methods. For example, the lock may be performed by short pressing "L" on the keyboard, at which time a second crosshair other than the first crosshair is generated on the interface. At the same time, the virtual camera is set to a locked state, specifically, the parameters of the virtual camera may be set so that the model cannot be moved or rotated. At this time, when a field of view adjustment operation for the virtual camera is received, the terminal device does not respond to the field of view adjustment operation, and thus will not adjust the position of the first crosshair, that is, will not adjust the position of the virtual camera.

[0096] When the virtual camera cannot be displaced or rotated, the virtual scene image captured by the virtual camera is fixed. Accordingly, since the first crosshair is maintained at the center of the virtual scene image, when the image is fixed, the first crosshair is also fixed in position.

[0097] In step S330, when the graphical user interface keeps displaying the target scene screen, in response to a movement operation on the second crosshair, the second crosshair is controlled to move within an associated area of ​​the virtual character.

[0098] In the embodiment of the present disclosure, after responding to the locking operation, responding to the moving operation of the second crosshair, the second crosshair is controlled to move, the first crosshair is fixed, and the second crosshair is controlled to move within the associated area of ​​the virtual character. The associated area can be the surrounding area of ​​the virtual character, for example, a circle with a preset radius centered on the virtual character.

[0099] In step S340, in response to the second crosshair falling into the response area of ​​the target virtual object in the associated area, the target virtual object is selected as the object to be interacted with.

[0100] In the embodiments of the present disclosure, a virtual object may refer to a virtual prop, which may be used, discarded, etc. by the virtual character. In the game, different virtual props have different functions, such as being used for the evolution and growth of the virtual character, enhancing the attributes, or for advancing the game plot, completing the task, etc. A virtual scene may include any number of virtual objects.

[0101] The response area of ​​the virtual object may be the location of the model of the virtual object, or may be a range slightly larger than the virtual object and centered on the virtual object. The second crosshair is controlled to aim at the virtual object, and when it is detected that the position of the second crosshair is located in the response area of ​​the virtual object, it can be determined that the virtual object is selected as the target virtual object, and the target virtual object is used as the object to be interacted with.

[0102] The present disclosure also provides an implementation of a method for controlling a game. The method further includes:

[0103] In response to the shooting operation, the shooting device held by the virtual character is controlled to shoot in the direction corresponding to the first crosshair in the virtual scene.

[0104] In the disclosed embodiment, after the first crosshair is locked, the target scene screen and the first crosshair are both fixed. In response to the shooting operation, the shooting device held by the virtual character can be controlled to shoot in the direction corresponding to the first crosshair in the virtual scene. A ray can be generated based on the location of the shooting device, the direction of the first crosshair and the preset effective range, and it can be checked whether the ray has an intersection with other virtual objects, so as to determine whether it is hit, and adjust the attribute value of the virtual object such as health value accordingly.

[0105] By implementing the embodiments of the present disclosure, when the first crosshair and the target scene are fixed, the second crosshair is adjusted, and in response to the shooting operation, the shooting device held by the virtual character is controlled to shoot in the direction corresponding to the first crosshair in the virtual scene. The shooting interaction can be completed quickly when the first crosshair cannot be controlled, thereby improving the interaction efficiency.

[0106] The present disclosure also provides an implementation of a method for controlling a game. When the target virtual object is selected as the object to be interacted with, the method further includes:

[0107] displaying interactive controls in the graphical user interface;

[0108] In response to a selection operation on the interactive control, an interactive operation corresponding to the interactive control is performed on the target virtual object.

[0109] In an embodiment of the present disclosure, when a target virtual object is used as an object to be interacted with, an interactive control may be displayed in a graphical user interface. In response to a selection operation on the interactive control, an interactive operation corresponding to the interactive control is performed on the target virtual object. The selection operation on the interactive control may be directly touching the interactive control or directly controlling a corresponding preset key on an external device.

[0110] By implementing the embodiments of the present disclosure, the target virtual object can be interacted with by responding to the selection operation on the interactive control, which can improve the convenience of interacting with the virtual object.

[0111] The present disclosure also provides an implementation of a method for controlling a game. The interactive control includes a marking control, and the response to a selection operation of the interactive control is to perform an interactive operation corresponding to the interactive control on the target virtual object, including:

[0112] In response to a selection operation on the marking control, the target virtual object is marked.

[0113] In the disclosed embodiment, the marked reminder information is sent to other virtual characters in the same camp as the virtual character, or a prominent mark is displayed at the position of the object to be interacted with in the virtual scene, such as a mark suspended above the object to be interacted with.

[0114] Alternatively, the information that there is a virtual object to be interacted with at the location of the virtual scene is sent to the game server, which then sends it to the corresponding terminal device of the relevant virtual character, for example, a virtual character in the same camp as the virtual character controlled by the current user. The relevant visual information or part of the corresponding prompt audio is displayed on the graphical user interface of the terminal device to complete the marking. The embodiments of the present disclosure are not limited here.

[0115] By implementing the embodiments of the present disclosure, the target virtual object can be marked in response to the selection operation of the marking control, thereby improving the convenience of obtaining information during the interaction with the virtual object to be interacted with.

[0116] The present disclosure also provides an implementation of a method for controlling a game. The interactive control includes a pick-up control, and the response to a selection operation of the interactive control is to perform an interactive operation corresponding to the interactive control on the target virtual object, including:

[0117] In response to a selection operation on the picking control, the target virtual object is picked up.

[0118] In the disclosed embodiment, after determining the target virtual object, the virtual character can respond to the selection operation of the pick-up control to obtain the virtual object, for example, the virtual props on the ground of the virtual scene including blood packs, weapons, etc. The target virtual object can be equipped to the model of the virtual character after acquisition, for example, the virtual weapon knife is carried on the virtual character; or it can be stored in a virtual backpack or a virtual warehouse.

[0119] By implementing the embodiments of the present disclosure, after determining the target virtual character, a picking operation or a prompting operation can be performed, thereby enriching the interactive operations and increasing the diversity of the interactive operations.

[0120] The present disclosure also provides an implementation of a method for controlling a game. The method further includes:

[0121] In response to an unlocking operation on the first crosshair, the first crosshair is set to a movable state, and the second crosshair is hidden.

[0122] In the disclosed embodiment, the unlocking operation may be an operation similar to the locking operation, for example, it may be to continue to short press "L" to unlock. In response to the unlocking operation, the second crosshair is hidden, and the virtual camera is set to a movable state at the same time. At this time, the field of view adjustment operation may continue to be responded to, the first crosshair may be controlled, and the virtual scene screen may be switched with the changes of the virtual camera. Hiding the second crosshair may mean that the transparency of the second crosshair is increased and invisible, and the function of shielding the second crosshair or not responding to the movement operation of the second crosshair may also be set through instructions.

[0123] By implementing the embodiments of the present disclosure, the second crosshair can be hidden and the virtual camera can be set to a movable state in response to the unlocking operation, and the adjustment of the virtual camera and the movement of the first crosshair can be continued in response to the unlocking operation. The first crosshair and the second crosshair can be flexibly switched, and the control of displacement and observation of the virtual scene and the selection of the target virtual object can be flexibly switched, which improves the flexibility of the interaction.

[0124] The present disclosure also provides an implementation method of a game control method. The associated area is a circular area with the virtual character as the center and a preset radius; the second crosshair is displayed in the graphical user interface, including:

[0125] Determine a line connecting the center of the circular area and the first center;

[0126] Determine the intersection point of the connecting line and the circular area;

[0127] The second crosshair is displayed at a position in the graphical user interface corresponding to the intersection.

[0128] In the disclosed embodiment, a correlation area is displayed with the virtual character as the center, where a virtual object can be marked. Virtual objects within the correlation area can be selected, and if the virtual object is out of range, it is determined that the virtual object is too far away from the virtual character. The correlation area can be a circular area with the virtual character as the center and a preset value as the radius.

[0129] It is understandable that when the display of the associated area is triggered, the position of the first crosshair can also be within the associated area. At this time, the position of the virtual character, that is, the line connecting the center of the circle and the first crosshair cannot intersect with the boundary of the associated area. However, in the normal game process, it is necessary to fully observe the virtual scene, and the first crosshair is actually far away from the virtual character. Therefore, in most cases, the line connecting the circle and the first crosshair will intersect with the boundary of the associated area.

[0130] For example, Figure 4 As shown, the first crosshair is 410, the second crosshair is 420, and the second crosshair 420 is located at the intersection of the boundary of the associated area formed with the virtual character as the center and the line connecting the virtual character and the first crosshair.

[0131] By implementing the embodiments of the present disclosure, the second crosshair can be displayed at the position determined by the above process, which can assist the user to locate the second crosshair and the associated area more quickly, thereby improving the efficiency of human-computer interaction.

[0132] The present disclosure also provides an implementation of a method for controlling a game. The method further includes:

[0133] When the second crosshair is displayed on the graphical user interface, the first crosshair is displayed with a preset transparency.

[0134] In the embodiment of the present disclosure, when the second crosshair is displayed on the graphical user interface, the first crosshair may be displayed with a preset transparency, for example, 30 percent or 50 percent, etc.

[0135] By implementing the embodiment of the present disclosure, when the second crosshair is displayed in the graphical user interface, the first crosshair is displayed with a preset transparency, so that when the second crosshair is controlled, the interference of the first crosshair display can be reduced, thereby improving the simplicity of the interface information display.

[0136] It should be noted that although the steps of the method in the present disclosure are described in a specific order in the drawings, this does not require or imply that the steps must be performed in this specific order, or that all the steps shown must be performed to achieve the desired results. Additionally or alternatively, some steps may be omitted, multiple steps may be combined into one step, and / or one step may be decomposed into multiple steps, etc.

[0137] Furthermore, the present disclosure also provides a game control device 500, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a scene image of a virtual scene captured by a virtual camera and a first crosshair, wherein the virtual scene includes a virtual character and a virtual object, and the device 500 includes:

[0138] A first control module 501 is used to adjust the position of the first crosshair in response to a field of view adjustment operation of the virtual camera;

[0139] A crosshair switching module 502 is used for responding to a locking operation on the first crosshair, controlling the first crosshair to be fixed at a current position and displaying a second crosshair on the graphical user interface, and displaying a target scene picture when the first crosshair is fixed at the current position through the graphical user interface;

[0140] A second control module 503 is used for controlling the second crosshair to move within the associated area of ​​the virtual character in response to a movement operation on the second crosshair when the graphical user interface keeps displaying the target scene screen;

[0141] The object selection module 504 is configured to select the target virtual object as an object to be interacted with in response to the second crosshair falling into a response area of ​​the target virtual object within the associated area.

[0142] In an exemplary embodiment of the present disclosure, the device further includes:

[0143] The shooting module is used to respond to the shooting operation and control the shooting device held by the virtual character to shoot in the direction corresponding to the first crosshair in the virtual scene.

[0144] In an exemplary embodiment of the present disclosure, the device further includes:

[0145] An interactive control module, used for displaying an interactive control in the graphical user interface when the target virtual object is selected as the object to be interacted with;

[0146] In response to a selection operation on the interactive control, an interactive operation corresponding to the interactive control is performed on the target virtual object.

[0147] In an exemplary embodiment of the present disclosure, the interactive control includes a marking control, and in response to a selection operation on the interactive control, the interactive control module is configured to mark the target virtual object in response to the selection operation on the marking control.

[0148] In an exemplary embodiment of the present disclosure, the interactive control includes a pick-up control, and the interactive control module is used to pick up the target virtual object in response to a selection operation on the pick-up control.

[0149] In an exemplary embodiment of the present disclosure, the device further includes:

[0150] The first unlocking module is used to respond to the unlocking operation on the first crosshair, put the first crosshair into a movable state, and hide the second crosshair.

[0151] In an exemplary embodiment of the present disclosure, the device further includes:

[0152] The first crosshair moving module is used to adjust the position of the first crosshair in response to the field of view adjustment operation of the virtual camera when the first crosshair is in a movable state.

[0153] In an exemplary embodiment of the present disclosure, the second control module is used to determine a line connecting the center of the circular area and the first crosshair;

[0154] Determine the intersection point of the connecting line and the circular area;

[0155] The second crosshair is displayed at a position in the graphical user interface corresponding to the intersection.

[0156] In an exemplary embodiment of the present disclosure, the device further includes:

[0157] A special display module is used to display the first crosshair with a preset transparency when the second crosshair is displayed on the graphical user interface.

[0158] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. On the contrary, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.

[0159] Since the various functional modules of the device for placing virtual props in a virtual scene in the example embodiment of the present disclosure correspond to the steps of the example embodiment of the method for placing virtual props in a virtual scene, for details and effects not disclosed in the embodiment of the device of the present disclosure, please refer to the embodiment of the method for placing virtual props in a virtual scene in the above-mentioned present disclosure.

[0160] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital singnal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0161] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, 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 through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0162] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0163] In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0164] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit 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.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present invention.

[0165] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A method for controlling a game, characterized in that: Providing a graphical user interface through a terminal device, the graphical user interface including a scene image of a virtual scene captured by a virtual camera and a first crosshair, the virtual scene including a virtual character and a virtual object, the method comprising: In response to a field of view adjustment operation for the virtual camera, adjusting a position of the first crosshair; In response to a locking operation on the first crosshair, controlling the first crosshair to be fixed at a current position and displaying a second crosshair on the graphical user interface, and displaying a target scene picture when the first crosshair is fixed at the current position through the graphical user interface; When the graphical user interface keeps displaying the target scene screen, responding to a movement operation on the second crosshair, controlling the second crosshair to move within an associated area of ​​the virtual character; In response to the second crosshair falling into a response area of ​​a target virtual object within the associated area, the target virtual object is selected as an object to be interacted with.

2. The method according to claim 1, characterized in that The method further comprises: In response to the shooting operation, the shooting device held by the virtual character is controlled to shoot in the direction corresponding to the first crosshair in the virtual scene.

3. The method according to claim 1, characterized in that When the target virtual object is selected as the object to be interacted with, the method further includes: displaying interactive controls in the graphical user interface; In response to a selection operation on the interactive control, an interactive operation corresponding to the interactive control is performed on the target virtual object.

4. The method according to claim 3, characterized in that The interactive control includes a marking control, and the step of responding to a selection operation on the interactive control and performing an interactive operation corresponding to the interactive control on the target virtual object includes: In response to a selection operation on the marking control, the target virtual object is marked.

5. The method according to claim 3, characterized in that: The interactive control includes a pick-up control, and the step of responding to a selection operation on the interactive control and performing an interactive operation corresponding to the interactive control on the target virtual object includes: In response to a selection operation on the picking control, the target virtual object is picked up.

6. The method according to claim 1, characterized in that The method further comprises: In response to an unlocking operation on the first crosshair, the first crosshair is set to a movable state, and the second crosshair is hidden.

7. The method according to claim 6, characterized in that The method further comprises: When the first crosshair is in a movable state, in response to a field of view adjustment operation of the virtual camera, the position of the first crosshair is adjusted.

8. The method according to claim 1, characterized in that The associated area is a circular area with the virtual character as the center and a preset radius; and displaying a second crosshair on the graphical user interface includes: Determine a line connecting the center of the circular area and the first center; Determine the intersection point of the connecting line and the circular area; The second crosshair is displayed at a position in the graphical user interface corresponding to the intersection.

9. The method according to claim 1, characterized in that: The method further comprises: When the second crosshair is displayed on the graphical user interface, the first crosshair is displayed with a preset transparency.

10. A game control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a scene image of a virtual scene captured by a virtual camera and a first crosshair, wherein the virtual scene includes a virtual character and a virtual object, and the apparatus includes: A first control module, configured to adjust the position of the first crosshair in response to a field of view adjustment operation of the virtual camera; a crosshair switching module, configured to respond to a locking operation on the first crosshair, control the first crosshair to be fixed at a current position and display a second crosshair on the graphical user interface, and display a target scene picture when the first crosshair is fixed at the current position through the graphical user interface; A second control module is used for controlling the second crosshair to move within the associated area of ​​the virtual character in response to a movement operation on the second crosshair when the graphical user interface keeps displaying the target scene screen; The object selection module is used to select the target virtual object as the object to be interacted with in response to the second crosshair falling into the response area of ​​the target virtual object in the associated area.

11. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the program is executed by a processor, the method according to any one of claims 1 to 9 is implemented.

12. An electronic device, characterized in that: include: processor; as well as A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 9 by executing the executable instructions.

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