A display control method, device, electronic device, and storage medium

Through the three-dimensional form display technology based on the aiming indicator in the game, the problem of low hit accuracy caused by the many virtual objects in the virtual scene is solved, which improves the player hit accuracy and simplifies operations.

CN115501594BActive Publication Date: 2025-07-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211244163.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-11
Publication Date
2025-07-29
Estimated Expiration
2042-10-11

AI Technical Summary

Technical Problem

In first-person shooting and third-person shooting types, due to the large number of virtual objects in the virtual scene, it is difficult for players to accurately judge the virtual objects to be hit through the existing same aiming indicator, resulting in low hit accuracy.

Method used

By determining the first aiming object in the virtual scene based on the aiming direction of the aiming indicator, and adjusting the display form of the aiming indicator based on the three-dimensional shape of the first aiming object, including generating a three-dimensional center to provide more visual information, helping the player identify the object to be hit.

Benefits of technology

It improves the accuracy of players hitting target objects, simplifies the operation process, and improves human-computer interaction efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application relates to the field of game technologies, and in particular, to a display control method, device, electronic device, and storage medium. In the present application, a first aiming object is determined in a virtual scene based on the aiming direction indicated by an aiming indicator, and further, the display form of the aiming indicator is determined based on the three-dimensional form of the first aiming object. In this way, through different display forms of the aiming indicator, players can be assisted in clearly identifying the aiming object to be hit, thereby improving the accuracy of players hitting the aiming object.
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Description

Technical Field

[0001] This application relates to the field of game technologies, and in particular, to a display control method, apparatus, electronic device, and storage medium. Background Art

[0002] Some current games are of the first-person shooting (FPS) type or third-person shooting (TPS) type. The combat mode is centered around long-range shooting, and the commonly used aiming props are mostly pistols, rifles, machine guns, bows and arrows, etc. However, for the above-mentioned games, due to the large number of virtual objects in the virtual scene, in some perspectives, players sometimes cannot tell which virtual object they are about to hit only through the aiming indicator that is the same for any aiming object. This leads to the situation where the aiming prop cannot aim at the target, resulting in a low hit accuracy rate. Summary of the Invention

[0003] In view of this, at least one embodiment of this application provides a display control method, apparatus, electronic device, and storage medium, which can improve the accuracy rate of a player hitting an aiming object.

[0004] This application mainly includes the following aspects:

[0005] In a first aspect, an optional embodiment of this application provides a display control method, and the method includes: displaying an aiming indicator; in response to an aiming direction adjustment instruction, adjusting the display position of the aiming indicator in the graphical user interface; determining a first aiming object in the virtual scene based on the aiming direction indicated by the aiming indicator; and determining the display form of the aiming indicator based on the three-dimensional form of the first aiming object.

[0006] In a possible implementation manner, the aiming indicator includes a three-dimensional aiming cross; determining the display form of the aiming indicator based on the three-dimensional form of the first aiming object includes: determining the display form of the three-dimensional aiming cross of the aiming indicator based on the visual deviation angle between the connection line between the target virtual character in the virtual scene and the first aiming object and the graphical user interface.

[0007] Second aspect, an optional embodiment of the present application further provides a display control device, the device includes: a display module, configured to display a sight indicator; an adjustment module, configured to respond to a sight direction adjustment instruction and adjust the display position of the sight indicator in the graphical user interface; a first determination module, configured to determine a first sighting object in the virtual scene based on the sight direction indicated by the sight indicator; a second determination module, configured to determine the display form of the sight indicator based on the three-dimensional form of the first sighting object.

[0008] Third aspect, an optional embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, the memory stores machine-readable instructions executable by the processor, when the electronic device runs, the processor communicates with the memory through the bus, and when the machine-readable instructions are run by the processor, the steps of the display control method described in the first aspect or any possible implementation manner of the first aspect are executed.

[0009] Fourth aspect, an optional embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, the steps of the display control method described in the first aspect or any possible implementation manner of the first aspect are executed.

[0010] A display control method, device, electronic device and storage medium provided by an optional embodiment of the present application, by determining a first sighting object in the virtual scene based on the sight direction indicated by the sight indicator, and then determining the display form of the sight indicator based on the three-dimensional form of the first sighting object. Compared with the prior art, due to the large number of virtual objects in the virtual scene, in some perspectives, players sometimes cannot tell which virtual object they are about to hit only through the same display state of the sight indicator, which may lead to the situation that the aiming prop cannot aim at the target, resulting in low hit accuracy. In contrast, through different display forms of the sight indicator in the present application, players can be assisted in clarifying the sighting object they are about to hit, thereby improving the hit accuracy of players on the sighting object.

[0011] To make the above-mentioned objects, features and advantages of the present application more obvious and understandable, the following specifically enumerates preferred embodiments and, in conjunction with the accompanying drawings, makes the following detailed description. Description of the Drawings

[0012] To more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the accompanying drawings required in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and thus should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other related drawings can also be obtained based on these drawings.

[0013] Figure 1 Shows a flowchart of a display control method provided by one optional embodiment of the present application;

[0014] Figure 2a Shows one of the schematic diagrams of a graphical user interface with a sight indicator provided by one optional embodiment of the present application;

[0015] Figure 2b Shows a second schematic diagram of a graphical user interface with a sight indicator provided by one optional embodiment of the present application;

[0016] Figure 3 Shows a schematic diagram of a graphical user interface with a tree as the first aiming object provided by one optional embodiment of the present application;

[0017] Figure 4 Shows a schematic diagram of a graphical user interface with a rock wall as the first aiming object provided by one optional embodiment of the present application;

[0018] Figure 5 Shows a flowchart of another display control method provided by one optional embodiment of the present application;

[0019] Figure 6 Shows one of the functional module diagrams of a display control device provided by one optional embodiment of the present application;

[0020] Figure 7 Shows a second functional module diagram of a display control device provided by one optional embodiment of the present application;

[0021] Figure 8 Shows a schematic diagram of the structure of an electronic device provided by one optional embodiment of the present application. Detailed implementation manners

[0022] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of this application. It should be understood that the accompanying drawings in this application are only for the purposes of illustration and description, and are not used to limit the protection scope of this application. Additionally, it should be understood that the schematic drawings are not drawn to actual scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowchart may not be implemented in sequence, and steps without a logical context relationship may be reversed or implemented simultaneously. Moreover, those skilled in the art can add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of this application.

[0023] Furthermore, the described embodiments are only some embodiments of this application, not all of the embodiments. The components of the embodiments of this application usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents the selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without creative efforts fall within the protection scope of this application.

[0024] It should be noted that the term "including" will be used in the embodiments of this application to indicate the existence of the subsequently stated features, but does not exclude the addition of other features.

[0025] To enable those skilled in the art to use the content of this application, the following implementation manners are given in combination with the specific application scenario of "virtual scenario". For those skilled in the art, the general principles defined here can be applied to other embodiments and application scenarios without departing from the spirit and scope of this application.

[0026] The following methods, devices, electronic devices, or computer-readable storage media in the embodiments of this application can be applied to any scenario that requires gaming. The embodiments of this application do not limit the specific application scenario, and any solution using the display control method and device provided in the embodiments of this application falls within the protection scope of this application.

[0027] It is worth noting that for some combat-type games that involve shooting, melee, and long-range combinations, due to the large number of virtual objects in the virtual scenario, in some perspectives, players sometimes cannot distinguish which virtual object they are about to hit only through a single aiming indicator that is the same for any aiming object. This can lead to a situation where the aiming tool fails to aim at the target, resulting in a low hit accuracy.

[0028] In response to the above problems, embodiments of the present application provide a display control method, device, electronic device, and storage medium. By using different display forms of the aiming indicator, players can be assisted in clearly identifying the target to be hit, thereby improving the player's accuracy in hitting the target.

[0029] To facilitate understanding of the present application, the technical solutions provided in the present application are described in detail below in conjunction with specific embodiments.

[0030] In one embodiment of the present application, the display control method can be run on a local terminal device or a server. When the display control method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0031] In an optional embodiment, 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 gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display control method are completed on the cloud game server. The role of the client device is to receive and send data and present 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, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, 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.

[0032] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0033] In a possible implementation, an embodiment of the present invention provides a display control method for providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above.

[0034] Figure 1 The flowchart of a display control method provided by one optional embodiment of the present application. As Figure 1 shown, the display control method provided by one optional embodiment of the present application provides a graphical user interface through a terminal device. At least a partial virtual scene is displayed on the graphical user interface, and a target virtual character is included in the virtual scene. The method includes the following steps:

[0035] S101: Display a sight indicator.

[0036] In an optional embodiment, a game application is installed on the terminal device. A player starts the game application on the terminal device, and the terminal device runs the virtual scene of the game application. A target virtual character is included in the virtual scene. The player can control the target virtual character to move in the virtual scene through the terminal device, and can also control the target virtual character to perform other operations in the virtual scene. For example, controlling the target virtual character to attack the virtual character of other players (such as, remote shooting), controlling the target virtual character to pick up items, controlling the target virtual character to activate a sighting prop, controlling the target virtual character to emit a sighting prop, etc.

[0037] Optionally, the position of the sight indicator in the graphical user interface can be fixed. For example, it is located at the center position of the graphical user interface.

[0038] Optionally, the position of the sight indicator in the graphical user interface can also be movable.

[0039] In one implementation manner, the player can control the target virtual character to pick up a sighting prop. After the target virtual character picks up the sighting prop, the sighting prop is assembled. In this way, the target virtual character can use the sighting prop for rapid movement, that is, use the sighting prop to aim at and approach a determined sighting object; or directly use the sighting prop to aim at and attack a determined sighting object. In another implementation manner, the target virtual character is pre-assembled with a sighting prop, and there is no need for the player to control the target virtual character to pick up the sighting prop.

[0040] In addition, the sighting prop can be a consumable prop, and one is consumed each time it is used. Usually, the target virtual character can be assembled with one or more sighting props. Here, there are certain distance limit conditions for the use of the sighting prop. Therefore, when the distance from the target is far, multiple displacements can be performed, that is, first select a closer virtual object, and then use the sighting prop again before / after reaching the target position. After repeating multiple times, the purpose of rapidly displacing and approaching the sighting object can be achieved.

[0041] In shooting games, aiming props typically refer to pistols, rifles, machine guns, bows, and arrows. Currently, games featuring a mix of melee and ranged combat are also emerging. For these mixed combat styles, aiming props typically refer to ziplines. Ziplines are a type of prop that can address the challenges of mixed melee and ranged combat. They allow for rapid movement over long distances, allowing you to traverse complex terrain. They are ideal for escaping, traveling, and pursuing enemies, making them crucial for both combat and mobility.

[0042] Optionally, each aiming prop displays an aiming indicator. The display of the aiming indicator requires the following operations: responding to a start-up operation of the aiming prop equipped on the target virtual character in the virtual scene, displaying the aiming indicator corresponding to the aiming prop on the graphical user interface.

[0043] In a specific implementation, after the target virtual character is equipped with an aiming prop, the player activates the aiming prop by triggering a start operation for the aiming prop, and accordingly, an aiming indicator corresponding to the aiming prop is displayed on the graphical user interface. Specifically, the player can activate the aiming prop by triggering a start control or start button corresponding to the aiming prop. The start control can be a virtual control in the graphical user interface, and the start button can be a physical button on the terminal device, such as the "Q key."

[0044] In an optional embodiment, the aiming indicator corresponds to a specific shape, such as a rectangle (including a long rectangle or a square), a circle, a "()" shape, or a "{}" shape. Optionally, the aiming indicator can be displayed at the center of the graphical user interface. The aiming indicator corresponds to an indication range, which is typically located at the center of the graphical user interface.

[0045] S102: In response to an aiming direction adjustment instruction, adjust a display position of the aiming indicator in a graphical user interface.

[0046] In a specific implementation, the aiming indicator includes a crosshair that represents the aiming direction of the aiming indicator. The player can adjust the aiming direction, and the display position of the aiming indicator in the graphical user interface will also change during the adjustment process.

[0047] S103: Determine a first aiming object in the virtual scene based on the aiming direction indicated by the aiming indicator.

[0048] In a specific implementation, the first aiming object currently being aimed at may be determined in the virtual scene according to the aiming direction of the aiming indicator in the graphical user interface.

[0049] Here, the determination of the aiming object needs to meet certain conditions. Specifically, in step S103, based on the aiming direction indicated by the aiming indicator, the first aiming object is determined in the virtual scene, including: according to the aiming direction indicated by the aiming indicator, determining the first aiming object in the virtual scene that meets the movable condition of the aiming prop.

[0050] Among them, the movable condition at least includes: the distance from the target virtual character in the virtual scene is less than or equal to the maximum moving distance of the aiming prop; it belongs to the virtual item that the aiming prop can touch during the moving process.

[0051] In an optional embodiment of the present application, there are multiple virtual objects in the virtual scene. Through the aiming direction of the aiming indicator, the first aiming object can be determined from the multiple virtual objects. Specifically, the terminal device determines, through the aiming indicator, the virtual object that meets the movable condition of the aiming prop from the multiple virtual objects included in the virtual scene, and determines the virtual object that meets the movable condition of the flying cable as the first aiming object.

[0052] S104: Based on the three-dimensional form of the first aiming object, determine the display form of the aiming indicator.

[0053] In an optional embodiment, the display form of the aiming indicator is associated with the three-dimensional form of the first aiming object. The three-dimensional forms of different aiming objects will be different. Therefore, the display forms of the aiming indicator for different aiming objects will also be different.

[0054] In an optional embodiment, based on the three-dimensional form of the first aiming object, determining the display form of the aiming indicator specifically includes: determining the display form of the aiming indicator according to the aiming position of the aiming indicator on the first aiming object and the three-dimensional form within the predetermined range at this aiming position. Here, Figure 2a shows one of the schematic diagrams of the graphical user interface showing the display form of the aiming indicator provided by an optional embodiment of the present application. Figure 2b shows the second schematic diagram of the graphical user interface showing the display form of the aiming indicator provided by an optional embodiment of the present application. As Figure 2a 、 Figure 2b shown, at least part of the virtual scene is displayed on the graphical user interface, and the virtual scene includes a target virtual character, an aiming indicator, and different aiming objects. Among them, Figure 2a the aiming object in Figure 2bThe aiming target is a tree. For aiming targets with different three-dimensional forms, the display states of the aiming indicator determined will be different. Specifically, the display form of the aiming indicator is determined according to the three-dimensional form of the aiming target within a predetermined range at the aiming position. Here, the aiming position is also the target hit point.

[0055] In a possible implementation, the aiming indicator includes a sight, which can be displayed in a three-dimensional form. For different aiming targets, the display forms of the three-dimensional sights of the aiming indicator will also be different. Here, the three-dimensional sight of the aiming indicator can be displayed at the target hit point of the aiming target.

[0056] In an alternative implementation, virtual objects that meet the movable condition of the aiming prop and virtual objects that do not meet the movable condition of the aiming prop are predefined in the terminal device; among them, virtual objects that meet the movable condition of the aiming prop: refer to virtual items that the aiming prop can touch during the movement process, such as walls, rock walls, trees, etc.; virtual objects that do not meet the movable condition of the aiming prop: refer to virtual items that the aiming prop cannot touch during the movement process, such as leaves, sky, sunlight, water, etc. in the virtual scene. In addition, the first aiming target meeting the movable condition also includes that the distance between the first aiming target and the target virtual character is less than or equal to the maximum movement distance of the aiming prop, and the maximum movement distance of the aiming prop is the farthest use distance of the aiming prop.

[0057] In an alternative embodiment, the center of the aiming indicator includes a sight, which is also known as the "front sight". The aiming indicator can aim at the target through the sight. In the related art, the sight is usually two-dimensional. In this application, depending on different situations, the sight can sometimes be two-dimensional and sometimes three-dimensional. First, determine the virtual object that is closest to the target virtual character (i.e., the virtual object with the smallest distance from the target virtual character) and is aimed at by the sight of the aiming indicator, and determine whether this virtual object meets the movable condition of the aiming prop. If so, determine this virtual object as the first aiming object. If not, the aiming prop can pass through this virtual object. Correspondingly, select the virtual object that is closest to the target virtual character (i.e., the virtual object with the smallest distance from the target virtual character) from the remaining virtual objects aimed at by the sight of the aiming indicator except this virtual object, and determine whether this virtual object meets the movable condition of the aiming prop. If so, determine this virtual object as the first aiming object, and repeat the above process until the first aiming object is determined or the selection distance reaches a preset threshold, and then stop the selection. After determining the first aiming object that meets the movable condition of the aiming prop in the virtual scene, the three-dimensional sight of the aiming indicator can be displayed in a three-dimensional form at the target hit point position of the first aiming object. Optionally, the three-dimensional sight can be a 3D target generated around the two-dimensional sight with the two-dimensional sight as the center. Through this three-dimensional sight, it can assist the player in recognizing the first aiming object that the aiming prop is about to hit. In this way, since the three-dimensional sight can carry more information about the first aiming object, by displaying the three-dimensional sight in a three-dimensional form, it can assist the player in clarifying the aiming object that is about to be hit, thereby improving the accuracy of the player hitting the aiming object.

[0058] It should be noted that for a combat game that combines melee and long-range combat, if the aiming prop is a grappling hook prop, and the first aiming object of the aiming prop is a virtual item in the virtual scene, this virtual item can be understood as a "terrain element" in the virtual scene. "Terrain elements" such as trees, rock walls, etc. are usually used by players to chase people or travel. Therefore, for such a first aiming object, players not only focus on whether they can hit, but also on which specific virtual item they hit. However, players do not have a clear understanding of the distances between the target virtual character and each virtual item in the virtual scene, and it is impossible to clarify which specific virtual item is hit only through the two-dimensional sight.

[0059] For example, in the related art, the crosshair of the aiming indicator displayed in the graphical user interface is in a two-dimensional form and does not change in form due to different hitting positions. Therefore, from certain perspectives, for example, from the perspective of the player, when a tree 5 meters away from the player coincides with a rock wall 30 meters away from the player, just through the two-dimensional crosshair, the player may not be able to distinguish whether they are about to hit the rock wall 30 meters away or the tree 5 meters away, because the display form of the crosshair of the aiming indicator is the same. This leads to the situation where the target cannot be aimed at when the flying rope is launched, resulting in a low hitting accuracy. In addition, in this way, the player has to reselect the target and re-control the aiming tool to be launched, which makes the operation process of the player complex and the human-computer interaction efficiency low.

[0060] To address the problems existing in the related art, in one optional embodiment of the present application, the three-dimensional crosshair of the aiming indicator is displayed in a three-dimensional form, which can assist the player in clarifying the aiming object to be hit, thereby improving the accuracy of the player hitting the aiming object. In this way, through the three-dimensional form of the three-dimensional crosshair, a certain visual assistance can be provided to the player, enabling the player to further clarify the aiming object to be hit, thereby improving the accuracy of the player hitting the aiming object, reducing the operation process of the player, and improving the human-computer interaction efficiency.

[0061] Here, the generation process of the three-dimensional crosshair is described. That is, the aiming indicator includes a three-dimensional crosshair; in step S104, determining the display form of the aiming indicator based on the three-dimensional form of the first aiming object includes: determining the display form of the three-dimensional crosshair of the aiming indicator based on the visual deviation angle between the connection line between the target virtual character and the first aiming object in the virtual scene and the graphical user interface.

[0062] Here, the present application also takes into account that the three-dimensional crosshair on the first aiming object seen by the player from different visual deviation angles should be different. Therefore, in one optional embodiment of the present application, the visual deviation angle is determined. Specifically, first, the connection line between the target virtual character and the first aiming object is determined, and then the angle between this connection line and the graphical user interface is determined as the visual deviation angle. Here, based on the visual deviation angle, the two-dimensional crosshair is mapped onto the first aiming object to generate the three-dimensional crosshair of the aiming indicator, which can further assist the player in increasing the perception of the first aiming object.

[0063] In one optional embodiment of the present application, for different first aiming objects, different distances between the first aiming object and the target virtual character, and different visual deviation angles between the line connecting the first aiming object and the target virtual character and the graphical user interface, when one or more of the above differences occur, the display form of the three-dimensional sight of the aiming indicator will be different. In this way, through the three-dimensional sight with different display forms, players can further clarify the first aiming object to be hit. Therefore, when operating the aiming prop to shoot or choosing to change the hit object, the accuracy rate of players hitting the aiming object can be improved.

[0064] In one optional embodiment of the present application, the display form of the three-dimensional sight includes but is not limited to the deformation form, the size form, and the shape form. The deformation form refers to the form corresponding to the deformation degree of the three-dimensional sight, the size form refers to the form corresponding to the size of the three-dimensional sight, and the shape form refers to the specific shape of the three-dimensional sight. Through the three-dimensional sight with the display forms of the deformation form, the shape form, and the size form, that is, through the three-dimensional sight with the information of the visual deviation angle, the information of the distance between the first aiming object and the target virtual character, and the surface texture information within the preset range where the target hit point of the first aiming object is located, players can clarify which virtual item the first aiming object they hit specifically is, and the accuracy rate of players hitting the aiming object can be improved.

[0065] The deformation form, the size form, and the shape form will be described separately below. First, the deformation form of the three-dimensional sight will be described, that is, the deformation form of the three-dimensional sight is determined according to the following steps: According to the angle size of the visual deviation angle, the deformation form of the three-dimensional sight displayed on the first aiming object is determined.

[0066] In one implementation manner, for the target virtual character, the deformation degree of the three-dimensional sight displayed on the same or different first aiming objects at different viewing angles (that is, visual deviation angles) should be different. In this way, players can be assisted in better judging the surface information of the first aiming object. For example, for the target virtual character, the deformation degrees of the three-dimensional sights corresponding to the inclined rock wall and the vertical tree are different. The shape deformation degree of the three-dimensional sight on the surface of the inclined rock wall is greater, such as being flatter. It can also be understood in this way. For example, for a beam of inclined light, the inclined light will be stretched during projection, and for a beam of vertical light, the vertical light will form a circular light spot during projection.

[0067] Next, the size and shape of the three-dimensional aiming center will be described, that is, the size and shape of the three-dimensional aiming center are determined according to the following steps: According to the distance between the first aiming object and the target virtual character, the size and shape of the three-dimensional aiming center displayed on the first aiming object are determined.

[0068] Generally, players do not have a clear understanding of the distances between the target virtual character and various virtual items in the virtual scene. In one optional embodiment of the present application, the size and shape of the three-dimensional aiming center can assist players in judging the distance information between the target virtual character and the first aiming object, that is, it can increase the player's depth perception of the first aiming object. In this way, it can assist players in further clarifying which virtual item is hit, that is, clarifying the target hit point. Here, when the distance between the first aiming object and the target virtual character is different, accordingly, the size and shape of the three-dimensional aiming center displayed on the first aiming object are also different. Specifically, the smaller the distance, the larger the size of the three-dimensional aiming center; the farther the distance, the smaller the size of the three-dimensional aiming center. Figure 3 Fig. shows a schematic diagram of a graphical user interface in which the first aiming object provided by one optional embodiment of the present application is a tree; Figure 4 Fig. shows a schematic diagram of a graphical user interface in which the first aiming object provided by one optional embodiment of the present application is a rock wall; where the distance between the tree and the target virtual character is the first distance, and the distance between the rock wall and the target virtual character is the second distance, and the first distance is much greater than the second distance. Figure 3 Comparing the three-dimensional aiming center with the first size and shape in Figure 4 and the three-dimensional aiming center with the second size and shape in Figure 3 it can be seen that the size of the three-dimensional aiming center in Figure 4 is smaller than the size of the three-dimensional aiming center in

[0069] Next, the shape of the three-dimensional aiming center will be described, that is, the shape of the three-dimensional aiming center is determined according to the following steps: According to the surface texture information within a preset range where the target hit point of the first aiming object is located, the shape of the three-dimensional aiming center displayed on the first aiming object is determined.

[0070] In one optional embodiment of the present application, for different first aiming objects with different surface texture information, the shape of the aiming center of the three-dimensional aiming center on different first aiming objects is different. For example, the outer contour of the three-dimensional aiming center on the uneven tree surface is irregular, and the outer contour of the three-dimensional aiming center on the smooth rock wall surface is smooth. In this way, more surface information about the target hit point of the first aiming object can be provided for players, which can assist players in further clarifying which virtual item is specifically hit and in more clearly recognizing the position where the virtual item is hit.

[0071] It should also be noted that the aiming prop in the implementation of this application can not only hit virtual objects, but also hit virtual characters (the third aiming target). Here, the case where the aiming target hit is a virtual character will be described. That is, while determining the first aiming target that meets the movable condition of the aiming prop in the virtual scene according to the aiming direction indicated by the aiming indicator, the method further includes: determining the third aiming target that meets the attackable condition of the aiming prop in the virtual scene according to the aiming direction indicated by the aiming indicator; wherein, the attackable condition at least includes: the distance from the target virtual character is less than or equal to the maximum moving distance of the aiming prop; being a virtual character of an attackable type; and displaying the two-dimensional crosshair of the aiming indicator on the third aiming target.

[0072] Here, the virtual object with the attackable condition refers to the virtual object that the aiming prop can attack and cause damage during the moving process, for example, an enemy virtual character.

[0073] In one optional embodiment of this application, when the aiming target of the aiming prop is the third aiming target, that is, for the case where the aiming prop is a virtual character, what the player is more concerned about is whether the virtual character can be hit, and the player is not concerned about the distance between the target virtual character and the third aiming target. In addition, the sizes of the third aiming targets at different distances from the target virtual character in the virtual scene are different. Therefore, the player can clearly know the distance between the third aiming target and the target virtual character through the size of the third aiming target, and there is no need to use the size of the three-dimensional crosshair to represent this distance information. Therefore, for the third aiming target in the virtual scene that meets the attackable condition of the aiming prop, the two-dimensional crosshair of the aiming indicator is displayed on the third aiming target.

[0074] Here, for the two cases where the hit target corresponding to the aiming prop is the first aiming target and the third aiming target, the aiming indicator can be displayed in different display forms. Specifically, for the case where the aiming prop hits the first aiming target, on the graphical user interface, the aiming indicator corresponding to the aiming prop is displayed in the first form. Optionally, the aiming indicator is displayed by the first color or the first brightness. For example, the aiming indicator corresponding to the aiming prop is displayed in white.

[0075] In addition, for the case where the aiming prop hits the third aiming target, on the graphical user interface, the aiming indicator corresponding to the aiming prop is displayed in the second form. Optionally, the aiming indicator is displayed by a second color or a second brightness, where the second color is different from the first color and the second brightness is different from the first brightness; for example, the aiming indicator corresponding to the aiming prop is displayed in red. In addition, for the case where the aiming prop is the third aiming target, an object indication mark can also be displayed on the graphical user interface. Optionally, the object indication mark is displayed at the head or the center position of the third aiming target. In one implementation manner, the above object indication mark is in a circular shape.

[0076] Here, there is also a situation where when there is no first aiming target and third aiming target that meet the use distance of the aiming prop in the aiming indicator, the aiming crosshair of the aiming indicator is not displayed. In this way, the player can know that there is no aiming target that can be hit in the aiming indicator at the current position. The player can move the position of the aiming indicator in the virtual scene to aim at a target that can be hit. Since the aiming prop is a consumable item and one less is available after each use, this can avoid waste of the aiming prop and improve the hit accuracy of the aiming prop.

[0077] Specifically, when it is determined that there is no first aiming target that meets the movable condition of the aiming prop and no third aiming target that meets the attack condition of the aiming prop in the virtual scene according to the aiming direction indicated by the aiming indicator, the aiming indicator without a crosshair is displayed.

[0078] Figure 5 It is a flowchart of another display control method provided by an optional embodiment of the present application. As Figure 5 shown, for the display control method provided by an optional embodiment of the present application, the method includes the following steps:

[0079] S501: Respond to the activation operation of the aiming prop equipped for the target virtual character in the virtual scene, and display the aiming indicator corresponding to the aiming prop on the graphical user interface.

[0080] S502: Respond to the movement operation of the aiming indicator, and control the aiming indicator to move in the virtual scene.

[0081] S503: Based on the position of the moved aiming indicator in the virtual scene, determine the second aiming target that meets the movable condition of the flying rope in the virtual scene, and display the three-dimensional crosshair of the aiming indicator on the second aiming target.

[0082] Among them, the display form of the three-dimensional aiming reticle displayed on the second aiming object is different from that of the three-dimensional aiming reticle displayed on the first aiming object.

[0083] In an optional embodiment of the present application, when the player adjusts the perspective of the target virtual character in the virtual scene, that is, in response to the movement operation of the aiming indicator, the aiming indicator is controlled to move in the virtual scene. As the player moves the aiming indicator, the three-dimensional aiming reticle corresponding to the target hit point will also move in real time, and the three-dimensional aiming reticle changes its form according to the surface form of the target hit point and the distance from the target virtual character, so as to provide the player with more information about the target hit point. Here, based on the position of the moved aiming indicator in the virtual scene, a second aiming object that meets the flyline movable condition in the virtual scene is determined, and according to the distance between the target virtual character and the second aiming object, the visual deviation angle of the second aiming object, and the surface texture information of the second aiming object, the display form of the three-dimensional aiming reticle of the aiming indicator displayed on the second aiming object is determined.

[0084] In a specific implementation, as the game progresses, the first aiming object that meets the movable condition in the aiming indicator, or the third aiming object that meets the attackable condition will change. Therefore, the display form of the three-dimensional aiming reticle of the aiming indicator can be updated once every preset time interval according to the hit aiming object. Here, the preset time interval can be determined according to the average time for the player to search for an aiming object in the game. Optionally, the preset time interval is 0.5 s.

[0085] In an optional embodiment, by responding to the activation operation of the aiming prop equipped on the target virtual character, the aiming indicator corresponding to the aiming prop is displayed on the graphical user interface; furthermore, through the aiming indicator, a first aiming object that meets the movable condition of the aiming prop in the virtual scene is determined, and the three-dimensional aiming reticle of the aiming indicator is displayed on the first aiming object. In this way, by displaying the three-dimensional aiming reticle in a three-dimensional form, the player can be assisted in clarifying the aiming object to be hit, thereby improving the accuracy of the player hitting the aiming object.

[0086] Based on the same inventive concept, in an optional embodiment of the present application, a display control device corresponding to the display control method provided in the above embodiment is further provided. Since the principle of solving problems by the device in an optional embodiment of the present application is similar to that of the display control method in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.

[0087] As Figure 6 、 Figure 7 shown, Figure 6 FIG. 600 is one of the functional module diagrams of a display control device provided in an optional embodiment of the present application.Figure 7 This is the second functional module diagram of a display control device 600 provided in an optional embodiment of the present application. As Figure 6 shown, the display control device 600 includes: a display module 610 for displaying a sight indicator; an adjustment module 620 for responding to a sight direction adjustment instruction to adjust the display position of the sight indicator in the graphical user interface; a first determination module 630 for determining a first sight target in the virtual scene based on the sight direction indicated by the sight indicator; and a second determination module 640 for determining the display form of the sight indicator based on the three-dimensional form of the first sight target.

[0088] In a possible implementation manner, as Figure 6 shown, the display module 610 is specifically configured to display the sight indicator according to the following steps: respond to a start operation of a sighting prop assembled for a target virtual character in the virtual scene, and display the sight indicator corresponding to the sighting prop on the graphical user interface.

[0089] In a possible implementation manner, as Figure 6 shown, the first determination module 630 is specifically configured to: determine a first sight target in the virtual scene that satisfies the movable condition of the sighting prop according to the sight direction indicated by the sight indicator; wherein, the movable condition at least includes: the distance from the target virtual character in the virtual scene is less than or equal to the maximum moving distance of the sighting prop; and it belongs to a virtual item that can be touched during the movement of the sighting prop.

[0090] In a possible implementation manner, as Figure 6 shown, the sight indicator includes a three-dimensional crosshair; the second determination module 640 is specifically configured to: determine the display form of the three-dimensional crosshair of the sight indicator based on the visual deviation angle between the connection line between the target virtual character and the first sight target in the virtual scene and the graphical user interface.

[0091] In a possible implementation manner, as Figure 7 shown, the display form includes a deformation form; the second determination module 640 includes a first determination unit 641; the first determination unit 641 is configured to determine the deformation form of the three-dimensional crosshair according to the following steps: determine the deformation form of the three-dimensional crosshair displayed on the first sight target according to the magnitude of the visual deviation angle.

[0092] In a possible implementation manner, as Figure 7As shown, the display form includes a size form; the second determination module 640 includes a second determination unit 642; the second determination unit 642 is configured to determine the size form of the three-dimensional aiming center according to the following steps: determine the size form of the three-dimensional aiming center displayed on the first aiming object according to the distance between the first aiming object and the target virtual character.

[0093] In a possible implementation manner, as Figure 7 As shown, the display form includes a shape form; the second determination module 640 includes a third determination unit 643; the third determination unit 643 determines the shape form of the three-dimensional aiming center according to the following steps: determine the shape form of the three-dimensional aiming center displayed on the first aiming object according to the surface texture information within a preset range where the target hit point is located on the first aiming object.

[0094] In a possible implementation manner, as Figure 7 As shown, the second determination module 640 is further configured to: in response to a movement operation on the aiming indicator, control the aiming indicator to move in the virtual scene; based on the position of the moved aiming indicator in the virtual scene, determine a second aiming object in the virtual scene that satisfies the movable condition of the aiming prop, and display the three-dimensional aiming center of the aiming indicator on the second aiming object; wherein, the display form of the three-dimensional aiming center displayed on the second aiming object is different from the display form of the three-dimensional aiming center displayed on the first aiming object.

[0095] In a possible implementation manner, as Figure 7 As shown, after determining the display form of the aiming indicator based on the three-dimensional form of the first aiming object, the second determination module 640 is further configured to: update the display form of the aiming indicator at every preset time interval.

[0096] In a possible implementation manner, as Figure 7 As shown, while determining the first aiming object in the virtual scene that satisfies the movable condition of the aiming prop according to the aiming direction indicated by the aiming indicator, the second determination module 640 is further configured to: determine a third aiming object in the virtual scene that satisfies the attackable condition of the aiming prop according to the aiming direction indicated by the aiming indicator; wherein, the attackable condition at least includes: the distance from the target virtual character is less than or equal to the maximum movement distance of the aiming prop; being a virtual character of an attackable type; and displaying a two-dimensional aiming center of the aiming indicator on the third aiming object.

[0097] In a possible implementation manner, as Figure 7As shown, the second determination module 640 is further configured to: when it is determined that there is no first aiming object that satisfies the movable condition of the aiming prop and no third aiming object that satisfies the attack condition of the aiming prop in the virtual scene according to the aiming direction indicated by the aiming indicator, display the aiming indicator without a crosshair.

[0098] In an alternative embodiment, the first aiming object is determined in the virtual scene based on the aiming direction indicated by the aiming indicator, and further, the display form of the aiming indicator is determined based on the three-dimensional form of the first aiming object. In this way, through different display forms of the aiming indicator, players can be assisted in clarifying the aiming object to be hit, thereby improving the accuracy of players hitting the aiming object.

[0099] Based on the same inventive concept, refer to Figure 8 As shown, a schematic structural diagram of an electronic device 800 provided by an alternative embodiment of the present application includes: a processor 810, a memory 820, and a bus 830. The memory 820 stores machine-readable instructions executable by the processor 810. When the electronic device 800 runs, the processor 810 communicates with the memory 820 through the bus 830, and when the machine-readable instructions are run by the processor 810, the steps of the display control method described in any of the above embodiments are executed.

[0100] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: display the aiming indicator; respond to an aiming direction adjustment instruction to adjust the display position of the aiming indicator in the graphical user interface; determine a first aiming object in the virtual scene based on the aiming direction indicated by the aiming indicator; determine the display form of the aiming indicator based on the three-dimensional form of the first aiming object.

[0101] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: respond to a start operation of an aiming prop assembled for a target virtual character in the virtual scene, and display the aiming indicator corresponding to the aiming prop on the graphical user interface.

[0102] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: determine a first aiming object in the virtual scene that satisfies the movable condition of the aiming prop according to the aiming direction indicated by the aiming indicator.

[0103] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: determine the display form of the three-dimensional crosshair of the aiming indicator based on the visual deviation angle between the connection line between the target virtual character and the first aiming object in the virtual scene and the graphical user interface.

[0104] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: Determine the deformation form of the three-dimensional crosshair displayed on the first aiming object according to the angular size of the visual deviation angle.

[0105] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: Determine the size form of the three-dimensional crosshair displayed on the first aiming object according to the distance between the first aiming object and the target virtual character.

[0106] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: Determine the shape form of the three-dimensional crosshair displayed on the first aiming object according to the surface texture information within a preset range where the target hit point is located on the first aiming object.

[0107] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: Respond to a movement operation on the aiming indicator, control the aiming indicator to move in the virtual scene; Based on the position of the moved aiming indicator in the virtual scene, determine a second aiming object in the virtual scene that meets the movable condition of the aiming prop, and display the three-dimensional crosshair of the aiming indicator on the second aiming object.

[0108] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: Update the display form of the aiming indicator at preset time intervals.

[0109] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: Determine a third aiming object in the virtual scene that meets the attackable condition of the aiming prop according to the aiming direction indicated by the aiming indicator; wherein, the attackable condition at least includes: the distance from the target virtual character is less than or equal to the maximum movement distance of the aiming prop; it is a virtual character of an attackable type; Display the two-dimensional crosshair of the aiming indicator on the third aiming object.

[0110] Specifically, when the machine-readable instructions are executed by the processor 810, the following processing can be performed: When it is determined that there is no first aiming object in the virtual scene that meets the movable condition of the aiming prop and no third aiming object that meets the attackable condition of the aiming prop according to the aiming direction indicated by the aiming indicator, display the aiming indicator without a crosshair.

[0111] In one alternative embodiment of the present application, a first aiming object is determined in a virtual scene based on the aiming direction indicated by an aiming indicator. Furthermore, the display form of the aiming indicator is determined based on the three-dimensional form of the first aiming object. In this way, through different display forms of the aiming indicator, it is possible to assist the player in clearly identifying the aiming object to be hit. Thus, the accuracy of the player hitting the aiming object can be improved.

[0112] Based on the same inventive concept, one alternative embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the following steps are executed: displaying an aiming indicator; in response to an aiming direction adjustment instruction, adjusting the display position of the aiming indicator in a graphical user interface; determining a first aiming object in a virtual scene based on the aiming direction indicated by the aiming indicator; and determining the display form of the aiming indicator based on the three-dimensional form of the first aiming object.

[0113] In a feasible implementation, when the processor executes, the following steps are executed: in response to a startup operation of an aiming prop assembled on a target virtual character in the virtual scene, displaying an aiming indicator corresponding to the aiming prop on the graphical user interface.

[0114] In a feasible implementation, when the processor executes, the following steps are executed: determining a first aiming object in the virtual scene that satisfies the movable condition of the aiming prop according to the aiming direction indicated by the aiming indicator.

[0115] In a feasible implementation, when the processor executes, the following steps are executed: determining the display form of the three-dimensional aiming cross of the aiming indicator based on the visual deviation angle between the connection line between the target virtual character and the first aiming object in the virtual scene and the graphical user interface.

[0116] In a feasible implementation, when the processor executes, the following steps are executed: determining the deformation form of the three-dimensional aiming cross displayed on the first aiming object according to the magnitude of the visual deviation angle.

[0117] In a feasible implementation, when the processor executes, the following steps are executed: determining the size form of the three-dimensional aiming cross displayed on the first aiming object according to the distance between the first aiming object and the target virtual character.

[0118] In a feasible implementation, when the processor executes, the following steps are executed: determining the shape form of the three-dimensional aiming cross displayed on the first aiming object according to the surface texture information within a preset range where the target hit point on the first aiming object is located.

[0119] In a feasible implementation, when the processor is executing, it performs the following steps: in response to a movement operation for the aiming indicator, control the aiming indicator to move in the virtual scene; based on the position of the moved aiming indicator in the virtual scene, determine a second aiming object in the virtual scene that satisfies the movable condition of the aiming prop, and display a three-dimensional aiming crosshair of the aiming indicator on the second aiming object.

[0120] In a feasible implementation, when the processor is executing, it performs the following steps: update the display form of the aiming indicator at preset time intervals.

[0121] In a feasible implementation, when the processor is executing, it performs the following steps: determine a third aiming object in the virtual scene that satisfies the attackable condition of the aiming prop according to the aiming direction indicated by the aiming indicator; wherein, the attackable condition at least includes: the distance from the target virtual character is less than or equal to the maximum movement distance of the aiming prop; being a virtual character of an attackable type; display a two-dimensional aiming crosshair of the aiming indicator on the third aiming object.

[0122] In a feasible implementation, when the processor is executing, it performs the following steps: when it is determined that there is no first aiming object in the virtual scene that satisfies the movable condition of the aiming prop and no third aiming object that satisfies the attackable condition of the aiming prop according to the aiming direction indicated by the aiming indicator, display the aiming indicator without a crosshair.

[0123] Specifically, the storage medium can be a general storage medium, such as a removable disk, a hard disk, etc. When the computer program on the storage medium is running, it can execute the above display control method. By different display forms of the aiming indicator, it can assist the player to clarify the aiming object to be hit. Thus, the accuracy rate of the player hitting the aiming object can be improved.

[0124] Those skilled in the art can clearly understand that for the convenience and conciseness of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein. In several embodiments provided in the present application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, 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 displayed or discussed coupling or direct coupling or communication connection between each other can be through some communication interfaces. The indirect coupling or communication connection of the devices or units can be in electrical, mechanical, or other forms.

[0125] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0126] In addition, in each embodiment of the present application, the functional units can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit.

[0127] If the functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art or a part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical discs that can store program codes.

[0128] The above is only the specific implementation manner of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art can easily think of changes or substitutions within the technical scope disclosed in the present application and should be covered by the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A display control method, characterized in that, The method includes: Displaying a sight indicator; the sight indicator includes a three-dimensional aiming reticle; Responding to a sight direction adjustment instruction to adjust the display position of the sight indicator in the graphical user interface; Based on the sight direction indicated by the sight indicator, determining a first aiming object in the virtual scene; Based on the three-dimensional shape of the first aiming object, determining the display shape of the sight indicator; wherein, based on the three-dimensional shape of the first aiming object, determining the display shape of the sight indicator includes: determining the display shape of the three-dimensional aiming reticle of the sight indicator according to the aiming position of the sight indicator on the first aiming object and the three-dimensional shape within a predetermined range of the first aiming object at the aiming position.

2. The display control method according to claim 1, wherein The sight indicator is displayed according to the following steps: Responding to an activation operation on a sighting prop equipped on a target virtual character in the virtual scene, and displaying the sight indicator corresponding to the sighting prop on the graphical user interface.

3. The display control method according to claim 2, wherein The determining, based on the sight direction indicated by the sight indicator, of a first aiming object in the virtual scene includes: Determining a first aiming object in the virtual scene that satisfies the movable condition of the sighting prop according to the sight direction indicated by the sight indicator; Wherein, the movable condition at least includes: the distance from the target virtual character in the virtual scene is less than or equal to the maximum moving distance of the sighting prop; and it belongs to a virtual item that the sighting prop can touch during the moving process.

4. The display control method according to claim 1, wherein Based on the three-dimensional shape of the first aiming object, determining the display shape of the sight indicator includes: Based on the visual deviation angle between the connection line between the target virtual character in the virtual scene and the first aiming object and the graphical user interface, determining the display shape of the three-dimensional aiming reticle of the sight indicator.

5. The display control method according to claim 4, wherein The display shape includes a deformation shape; The deformation shape of the three-dimensional aiming reticle is determined according to the following steps: Determining the deformation shape of the three-dimensional aiming reticle displayed on the first aiming object according to the magnitude of the visual deviation angle.

6. The display control method according to claim 4, wherein The display shape includes a size shape; the size shape of the three-dimensional aiming reticle is determined according to the following steps: Determining the size shape of the three-dimensional aiming reticle displayed on the first aiming object according to the distance between the first aiming object and the target virtual character.

7. The display control method according to claim 4, wherein The display shape includes a shape shape; the shape shape of the three-dimensional aiming reticle is determined according to the following steps: Determining the shape shape of the three-dimensional aiming reticle displayed on the first aiming object according to the surface texture information within a preset range where the target hit point is located on the first aiming object.

8. The display control method according to claim 1, wherein After determining the display shape of the sight indicator based on the three-dimensional shape of the first aiming object, the method further includes: Responding to a moving operation on the sight indicator, and controlling the sight indicator to move in the virtual scene; Based on the position of the moved sight indicator in the virtual scene, determining a second aiming object in the virtual scene that satisfies the movable condition of the sighting prop, and displaying the three-dimensional aiming reticle of the sight indicator on the second aiming object. Among them, the display form of the three-dimensional aiming reticle displayed on the second aiming object is different from the display form of the three-dimensional aiming reticle displayed on the first aiming object.

9. The display control method according to claim 1, wherein After determining the display form of the aiming indicator based on the three-dimensional form of the first aiming object, the method further includes: Updating the display form of the aiming indicator at every preset time interval.

10. The display control method according to claim 3, characterized in that, While determining the first aiming object in the virtual scene that meets the movable condition of the aiming prop according to the aiming direction indicated by the aiming indicator, the method further includes: Determining a third aiming object in the virtual scene that meets the attackable condition of the aiming prop according to the aiming direction indicated by the aiming indicator; wherein, the attackable condition at least includes: the distance from the target virtual character is less than or equal to the maximum moving distance of the aiming prop; being a virtual character of an attackable type; Displaying a two-dimensional aiming reticle of the aiming indicator on the third aiming object.

11. The display control method according to claim 10, wherein The method further includes: When there is no first aiming object in the virtual scene that meets the movable condition of the aiming prop and no third aiming object that meets the attackable condition of the aiming prop according to the aiming direction indicated by the aiming indicator, displaying the aiming indicator without a reticle.

12. A display control device, characterized in that, The device includes: A display module, configured to display an aiming indicator; the aiming indicator includes a three-dimensional aiming reticle; An adjustment module, configured to respond to an aiming direction adjustment instruction and adjust the display position of the aiming indicator in the graphical user interface; A first determination module, configured to determine a first aiming object in the virtual scene based on the aiming direction indicated by the aiming indicator; A second determination module, configured to determine the display form of the aiming indicator based on the three-dimensional form of the first aiming object; wherein, the second determination module is specifically configured to determine the display form of the three-dimensional aiming reticle of the aiming indicator according to the aiming position of the aiming indicator on the first aiming object and the three-dimensional form within the predetermined range of the first aiming object at the aiming position.

13. An electronic device, characterized in that, Including: A processor, a memory and a bus, the memory stores machine-readable instructions executable by the processor, when the electronic device runs, the processor communicates with the memory through the bus, and when the machine-readable instructions are run by the processor, the steps of the display control method according to any one of claims 1 to 11 are executed.

14. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the steps of the display control method according to any one of claims 1 to 11 are executed.

Citation Information

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