Aiming control method, device and electronic terminal in a game
By automatically adjusting the aiming direction of virtual weapons in shooting games and activating the scope when the angle is less than a preset angle, the problem of players having difficulty accurately aiming at distant targets is solved, reducing the operational burden and improving the gaming experience.
Patent Information
- Application Number
- CN202110925101.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-08-12
- Publication Date
- 2025-12-16
- Estimated Expiration
- 2041-08-12
AI Technical Summary
In shooting games, players find it difficult to accurately aim at distant targets, and the use of scopes increases the operational burden, resulting in a high cost for accurate aiming.
By automatically adjusting the aiming direction of virtual weapons in the game scene, and automatically activating the scope when the angle between the aiming direction and the target virtual object is less than or equal to a preset angle, the game content determined by the scope is magnified and displayed, reducing the need for additional player operations.
This achieves the goal of reducing the player's operational burden while satisfying accurate aiming judgment, improving the gaming experience, and reducing the cost of accurate aiming operations.
Smart Images

Figure CN115703015B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the game technical field, and particularly to a game aiming control method and device and an electronic terminal. BACKGROUND
[0002] In a shooting type game, a player often needs to perform an aiming operation on a target to be attacked, and then perform a shooting operation. However, if the aiming judgment is wrong, the target to be attacked cannot be hit. For example, when the target to be attacked is far away, the size of the target to be attacked displayed in a graphical user interface is small, and the player has difficulty in making accurate aiming judgment.
[0003] At present, a player can perform an accurate aiming operation through a scope to improve the hit rate of a target to be shot. However, the use of the scope increases the operation burden of the player, and the cost of the player performing an accurate aiming operation in the game is large. SUMMARY
[0004] The present application aims to provide a game aiming control method, device and electronic terminal to alleviate the technical problem that the cost of a player performing an accurate aiming operation in a game is large.
[0005] In a first aspect, the present application provides a game aiming control method. A terminal provides a graphical user interface, the graphical user interface at least displays a virtual weapon aiming point and a target virtual object in a game scene of the game, the aiming point is used to prompt an aiming direction of the virtual weapon in the game scene, and the method comprises the following steps.
[0006] In response to an adjustment operation on the aiming point, the aiming direction of the virtual weapon in the game scene is adjusted.
[0007] In response to an included angle between the aiming direction and a direction of the target virtual object being less than or equal to a preset angle, a scope of the virtual weapon is turned on, and game content determined through the scope is zoomed in and displayed.
[0008] In one possible implementation, the game content determined through the scope comprises any one of the following:
[0009] a game picture in a frame of the scope, a game picture in a preset range centered on the aiming point, and an overall game picture of the game.
[0010] In one possible implementation, after the step of turning on the scope of the virtual weapon, the method further comprises the following steps.
[0011] in response to the overlap between the aiming point and the target virtual object, controlling the virtual weapon to shoot towards the aiming direction indicated by the aiming point.
[0012] In one possible implementation, after the step of controlling to open the scope of the virtual weapon, further comprising:
[0013] in response to the included angle being greater than the preset angle, starting a timing;
[0014] in response to the timing duration being greater than or equal to the preset duration, controlling to close the scope of the virtual weapon.
[0015] In one possible implementation, after the step of starting the timing, further comprising:
[0016] in response to the included angle being less than or equal to the preset angle, ending the timing.
[0017] In one possible implementation, after the step of controlling to open the scope of the virtual weapon in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to a preset angle, further comprising:
[0018] in response to the included angle being greater than the preset angle, controlling to close the scope of the virtual weapon.
[0019] In one possible implementation, before the step of controlling to open the scope of the virtual weapon in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to a preset angle, further comprising:
[0020] detecting a distance between the virtual weapon and the target virtual object;
[0021] when the distance is greater than or equal to a preset distance, performing the step of controlling to open the scope of the virtual weapon.
[0022] In one possible implementation, before the step of controlling to open the scope of the virtual weapon in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to a preset angle, further comprising:
[0023] in response to the target virtual object appearing in the graphical user interface, detecting a distance between the virtual weapon and the target virtual object in the game scene;
[0024] in response to the distance between the virtual weapon and the target virtual object being greater than or equal to a preset distance, detecting an included angle between the aiming direction and the direction in which the target virtual object is located.
[0025] In a possible implementation, the step of detecting the included angle between the aiming direction and the direction in which the target virtual object is located includes the following steps:
[0026] firing a detection ray from the virtual weapon towards the direction in which the target virtual object is located;
[0027] calculating the included angle between the aiming direction and the detection ray, and determining the included angle as the included angle between the aiming direction and the direction in which the target virtual object is located.
[0028] In a possible implementation, the adjustment operation on the aiming point includes any one or more of the following:
[0029] a sliding operation on the aiming point, a sliding operation on a aiming control, and a sliding operation on a preset region in the graphical user interface.
[0030] In a possible implementation, a scope control for the virtual weapon is provided in the graphical user interface; and the method further includes the following steps:
[0031] in response to an operation on the scope control, controlling to turn on a scope of the virtual weapon, and displaying the game content determined through the scope in an enlarged manner.
[0032] In a possible implementation, the step of controlling to turn on the scope of the virtual weapon in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to a preset angle can be replaced by the following steps:
[0033] detecting a distance between the virtual weapon and the target virtual object;
[0034] controlling to turn on the scope of the virtual weapon when the distance is greater than or equal to a preset distance.
[0035] In a second aspect, a device for aiming control in a game is provided, which provides a graphical user interface through a terminal, the graphical user interface at least displays an aiming point of a virtual weapon and a target virtual object in a game scene of the game, the aiming point is used to prompt an aiming direction of the virtual weapon in the game scene, and the device includes:
[0036] a first control module, configured to control to adjust the aiming direction of the virtual weapon in the game scene in response to an adjustment operation on the aiming point;
[0037] The second control module is configured to, in response to an included angle between the aiming direction and a direction in which the target virtual object is located being less than or equal to a preset angle, control to turn on a scope of the virtual weapon, and control to display, in an enlarged manner, game content determined by the scope.
[0038] In a third aspect, the embodiments of the present application further provide an electronic terminal, including a memory and a processor, the memory stores a computer program which can run on the processor, and the processor implements the method of the first aspect when executing the computer program.
[0039] In a fourth aspect, the embodiments of the present application further provide a computer readable storage medium, which stores computer executable instructions, and the computer executable instructions, when invoked and run by a processor, cause the processor to run the method of the first aspect.
[0040] The embodiments of the present application bring the following beneficial effects:
[0041] The game aiming control method, device and electronic terminal provided by the embodiments of the present application can control to adjust the aiming direction of a virtual weapon in a game scene in response to an adjustment operation on a crosshair, and then can control to turn on a scope of the virtual weapon and display, in an enlarged manner, game content determined by the scope in response to an included angle between the aiming direction and a direction in which a target virtual object is located being less than or equal to a preset angle. In the present solution, the scope is automatically turned on when the included angle between the aiming direction and the direction in which the attack target is located is small enough, which facilitates the player to make more accurate observation and aiming judgment through the magnification function of the scope, and additionally, the player does not need to perform extra operations. Therefore, the present solution can not only meet the accurate aiming judgment, but also reduce the operation burden of the player, and thus solves the technical problem that the cost of the accurate aiming operation of the player in the game is high.
[0042] In order to make the above objectives, characteristics and advantages of the present application more apparent, the following will describe a preferred embodiment in detail, and the accompanying drawings will be described as follows. BRIEF DESCRIPTION OF DRAWINGS
[0043] In order to more clearly illustrate the specific embodiments of the present application or the technical solutions in the prior art, the following will briefly introduce the drawings needed to be used in the specific embodiments or the prior art description. Obviously, the drawings in the following description are some embodiments of the present application, and those skilled in the art can also obtain other drawings according to these drawings without any creative effort.
[0044] Figure 1 The application scenario schematic diagram provided by the embodiments of the present application is shown in the following figure:
[0045] Figure 2 A structural schematic diagram of a mobile phone provided by an embodiment of the present application is shown;
[0046] Figure 3 A use scenario schematic diagram of an electronic terminal provided by an embodiment of the present application is shown;
[0047] Figure 4 A flow schematic diagram of a sighting control method in a game provided by an embodiment of the present application is shown;
[0048] Figure 5 An electronic terminal schematic diagram for displaying a graphical user interface provided by an embodiment of the present application is shown;
[0049] Figure 6 Another electronic terminal schematic diagram for displaying a graphical user interface provided by an embodiment of the present application is shown;
[0050] Figure 7 Another electronic terminal schematic diagram for displaying a graphical user interface provided by an embodiment of the present application is shown;
[0051] Figure 8 A system detection flow schematic diagram provided by an embodiment of the present application is shown;
[0052] Figure 9 Another system detection flow schematic diagram provided by an embodiment of the present application is shown;
[0053] Figure 10 Another electronic terminal schematic diagram for displaying a graphical user interface provided by an embodiment of the present application is shown;
[0054] Figure 11 A structural schematic diagram of a sighting control device in a game provided by an embodiment of the present application is shown. DETAILED DESCRIPTION
[0055] In order to make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions of the present application will be described below in detail with reference to the accompanying drawings. Obviously, the described embodiments are only some of the embodiments of the present application, but not all of the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art without creative effort should fall within the scope of the present application.
[0056] The terms “comprising” and “having” and any variations thereof mentioned in the embodiments of the present application are intended to cover the inclusions without limitation. For example, a process, method, system, product or device comprising a series of steps or units is not limited to the listed steps or units, but optionally further comprises other steps or units not listed, or optionally further comprises other steps or units inherent to the process, method, product or device.
[0057] At present, there is a shooting mode named "automatic firing" in the game. When the gun sight is aimed at the attackable target, the system determines to automatically shoot, reducing the operation of "shooting". In this shooting mode, the player only needs to concentrate on the "moving" and "aiming" operations, and the gun sight is moved to the attackable target. However, for the existing shooting mode, when the attackable target is far away, the size of the target displayed by the graphical user interface is small, and the player is difficult to make accurate aiming judgment. The automatic firing itself requires accurate aiming judgment, and it is easy to appear the situation that the automatic firing is not effective due to the difficulty in aiming the target, which greatly affects the shooting experience. The manual opening of the sighting scope increases the operation burden of the player, resulting in a large cost of the player's accurate aiming operation.
[0058] Based on this, the embodiments of the present application provide a game aiming control method, device and electronic terminal, which can alleviate the technical problem that the cost of the player's accurate aiming operation in the game is large.
[0059] The game aiming control method in one of the embodiments of the present application can run on an electronic terminal or a server. The electronic terminal can be a local electronic terminal. When the game aiming control method runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0060] In an optional embodiment, various cloud applications can run under the cloud interaction system, for example, cloud games. Taking the cloud game as an example, the cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running body of the game program and the presentation body of the game picture are separated, and the storage and running of the game aiming control method are completed on the cloud game server. The client device is used for receiving and sending data and presenting the game picture. For example, the client device can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, etc. However, the electronic terminal for information processing is the cloud game server in the cloud. 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 picture and other data, returns the data to the client device through the network, and finally decodes and outputs the game picture through the client device.
[0061] In an alternative implementation, the electronic terminal can be a local electronic terminal. Taking a game as an example, the local electronic terminal stores the game program and is used to display the game screen. The local electronic terminal is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local electronic terminal can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local electronic terminal can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
[0062] In one possible implementation, this application provides an aiming control method in a game, which provides a graphical user interface through a first terminal, wherein the first terminal may be the aforementioned local electronic terminal or a client device in the aforementioned cloud interaction system.
[0063] In one possible implementation, this application provides an electronic terminal. The electronic terminal includes a touchscreen and a processor. The touchscreen is used to display a graphical user interface and receive operations related to the graphical user interface.
[0064] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram of an application scenario provided by an embodiment of this application. The application scenario may include an electronic terminal (e.g., mobile phone 102) and a server 101. The electronic terminal can communicate with the server 101 via a wired or wireless network. The electronic terminal is used to run a virtual desktop, through which it can interact with the server 101 to control virtual weapons within the server 101.
[0065] This embodiment uses mobile phone 102 as an example to illustrate the electronic terminal. Mobile phone 102 includes components such as radio frequency (RF) circuit 110, memory 120, touch screen 130, and processor 140. Those skilled in the art will understand that... Figure 2 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine or separate certain components, or have different component arrangements. Those skilled in the art will understand that the touchscreen 130 is a user interface (UI), and the mobile phone 102 may include a user interface with fewer components than shown.
[0066] The RF circuitry 110 can also be configured to communicate with networks and other devices over wireless communication. The wireless communication can use any of a plurality of communications standards, protocols, and / or technologies, such as Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), Bluetooth®, Wi-Fi, etc. The various
[0067] The memory 120 can be used to store software programs and modules, and the processor 140 can execute various function applications and data processing of the mobile phone 102 by running the software programs and modules stored in the memory 120. The memory 120 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, application programs required by at least one function, etc.; and the data storage area can store data created according to the use of the mobile phone 102, etc. In addition, the memory 120 can include a high-speed random access memory, and can also include a nonvolatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state memory device.
[0068] The touch screen 130 can be used to display a graphical user interface and receive user operations on the graphical user interface. Specifically, the touch screen 130 can include a display panel and a touch panel. The display panel can be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), etc. The touch panel can collect touch or non-touch operations (for example, as a hovering operation) of a user on or near the touch panel (for example, a user's finger, a stylus, etc.), and convert the touch or non-touch operations into electrical signals to be sent to the processor 140. Figure 3The touch panel can generate a preset operation instruction in response to a user's operation (e.g., the user uses a finger 301, a stylus, or any suitable object or accessory to operate on or near the touch panel). In addition, the touch panel can include two parts, a touch detection device and a touch controller. The touch detection device detects the touch position, posture, and signal generated by the touch operation of the user, and transmits the signal to the touch controller. The touch controller receives the touch information from the touch detection device, converts the touch information into information that can be processed by the processor, and sends the information to the processor 140. The touch controller can also receive and execute the commands from the processor 140. In addition, the touch panel can be implemented in various types such as resistance type, capacitance type, infrared type, and surface acoustic wave type, or any future technology. Further, the touch panel can cover the display panel. The user can operate on or near the touch panel covering the display panel according to the graphical user interface displayed on the display panel. After the touch panel detects the operation on or near the touch panel, the touch panel transmits the operation to the processor 140 to determine the user input, and then the processor 140 provides corresponding visual output on the display panel in response to the user input. In addition, the touch panel and the display panel can be implemented as two independent components or integrated.
[0069] The processor 140 is the control center of the mobile phone 102, which connects all parts of the mobile phone through various interfaces and lines, executes various functions of the mobile phone 102 and processes data by running or executing software programs and / or modules stored in the memory 120 and calling data stored in the memory 120, thereby monitoring the whole mobile phone.
[0070] The embodiments of the present application will be further described below with reference to the accompanying drawings.
[0071] Figure 4 A flowchart of a game aiming control method provided by an embodiment of the present application.
[0072] The method can be applied to a first terminal (e.g., the mobile phone 102 shown in the figure) that can present a graphical user interface. The graphical user interface provided by the first terminal displays at least a crosshair of a virtual weapon and a target virtual object in a game scene of a game, and the crosshair is used to prompt the aiming direction of the virtual weapon in the game scene. Figure 2 The method includes the following steps. Figure 4
[0073] In response to an adjustment operation on the crosshair, the aiming direction of the virtual weapon in the game scene is adjusted.
[0074] The virtual weapon in the embodiments of the present application can be any weapon that can be used in the game, for example, a virtual crossbow with a scope, a virtual pistol, a virtual rifle, a virtual sniper rifle, etc. (the embodiments take a virtual sniper rifle as an example for illustration). The target virtual object can include but is not limited to a stationary object, a dynamic object, another virtual character, etc. in the game scene (the embodiments take an enemy virtual character as an example for illustration).
[0075] For the aiming dot in the embodiments of the present application, it should be noted that the display position of the aiming dot can be the central position of the display screen in a general shooting game, and the player can adjust the aiming direction by controlling the movement of the visual angle of the virtual character, i.e. the visual angle direction of the character.
[0076] In a possible implementation manner, as shown in Figure 5 , the player's one hand 501 can perform a moving operation on the left side of the screen, and the other hand 502 can perform an adjusting operation on the aiming dot on the right side of the screen at the same time. Through the combination of the moving operation and the adjusting operation on the aiming dot, the aiming direction of the virtual weapon 503 in the game scene can be flexibly controlled, so that the aiming direction of the virtual weapon 503 approaches the target virtual object 504, i.e. the enemy character.
[0077] In step S420, in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to a preset angle, the scope of the virtual weapon is controlled to be opened, and the game content determined through the scope is displayed in an enlarged manner.
[0078] The specific value of the preset angle can not be limited, for example, 5 degrees or 10 degrees, etc. (the embodiments take 5 degrees as an example for illustration). For example, when the included angle between the aiming direction of the virtual weapon and the direction in which the target virtual object is located is less than or equal to 5 degrees (the preset angle), it is confirmed that the opening range of the scope of the virtual weapon is entered, the system controls the scope of the virtual weapon to be opened in the game scene, and the game content determined through the scope is displayed in an enlarged manner.
[0079] For example, after the player controls the aiming direction of the virtual weapon 503 to approach the target virtual object 504 in Figure 5 , as shown in Figure 6 , when the included angle between the aiming direction of the aiming dot 601 of the sniper rifle and the direction in which the enemy character 602 is located is less than or equal to 5 degrees, the system controls the scope 603 of the sniper rifle to be automatically opened, and the game content determined through the scope 603 is displayed in an enlarged manner. The displayed game content can or can not include the target virtual object 504, for example, if the trigger angle (the preset angle) is set to be relatively large, the target virtual object, i.e. the enemy, can not be seen from the scope.
[0080] It should be noted that the above-mentioned magnification display of the game content determined through the scope is not only the magnification of the game content inside the scope in a narrow sense, but also can include the magnification of the game content near the weapon opening scope or even the entire game screen, that is, the entire game screen is magnified and displayed.
[0081] In the embodiment of the present application, the scope is automatically opened when the included angle between the aiming direction and the direction of the attack target is small enough, which facilitates the player to observe and judge the aiming more accurately through the magnification function of the scope, and the player does not need to perform additional operations. Therefore, the technical problem that the cost of precise aiming operation of the player in the game is high is solved.
[0082] The above steps will be described in detail below.
[0083] In some embodiments, the magnified game content in the scope can be magnified and displayed with the scope as the target, or can be magnified and displayed with the aiming dot as the target, or can be magnified and displayed with the entire game screen. As an example, the game content determined through the scope includes any of the following:
[0084] The game screen in the frame of the scope, the game screen in the preset range centered on the aiming dot, and the entire game screen of the game.
[0085] In the embodiment of the present application, the magnified game content can be the game screen in the frame of the scope, or the game screen in the preset range centered on the aiming dot, or even the entire game screen. Through the magnification mode in various situations, the magnification display effect in the scope is more flexible, which facilitates the player to observe.
[0086] In some embodiments, when the aiming dot of the virtual weapon aims at the attackable target, the system can control the virtual weapon to automatically shoot, that is, the automatic firing mode. As an example, after the step S420, the method can further include the following steps:
[0087] Step a), in response to the overlap of the aiming dot and the target virtual object, controlling the virtual weapon to shoot towards the aiming direction prompted by the aiming dot.
[0088] In some embodiments, the criterion for determining whether the crosshair overlaps with the target virtual object can be based on the size of the collision volume of the model of the target virtual object. For example, the collision volume can be responsible for recording damage or causing physical effects to affect other models, such as the skeleton of the model or the "soul". For example, when a bullet hits the body of an enemy character, the collision volume of the bullet collides with the collision volume of the body of the enemy character. Thus, a virtual physical effect is calculated in the game, causing the enemy character to be hit and damaged. As shown in Figure 7 When the crosshair 601 in the scope 603 overlaps with the model body of the target virtual object 504, the system can control the virtual weapon to automatically fire.
[0089] In addition, in the automatic firing mode, to improve the user experience, a prompt message can be displayed in the graphical user interface before the automatic firing. For example, when the crosshair overlaps with the target virtual object, the color of the crosshair changes to prompt the player that the aiming is completed and the firing will be performed in the current aiming direction.
[0090] By combining the automatic opening of the scope and the automatic firing mode, as shown in Figure 8 When the angle between the aiming direction and the direction of the attack target is small enough to automatically open the scope, and the crosshair overlaps with the virtual object to automatically fire, the player only needs to concentrate on the two operations of moving and aiming, and the crosshair is moved to the attackable virtual object, which reduces the operation of opening the scope and the operation of firing, and further improves the game experience of the player.
[0091] In some embodiments, the automatic closing of the scope can also be controlled according to different situations.
[0092] As an example, if the player moves the aiming direction of the virtual weapon away from the direction of the target virtual object until it is greater than a preset angle, that is, the target virtual object is out of the scope, the scope is automatically closed. As an example, after the step S420, the method can further include the following steps:
[0093] Step b), in response to the angle being greater than the preset angle, controlling to close the scope of the virtual weapon.
[0094] In practical applications, as shown in Figure 8 When the player moves the aiming direction of the virtual weapon away from the direction of the target virtual object until the angle is greater than the preset angle (such as 5 degrees), that is, the range of the scope is reached, the scope of the virtual weapon is automatically closed.
[0095] For example, the player wants to shoot the enemy character on the left, moves the aiming direction of the virtual weapon to the direction of the enemy character on the left, and enters the preset angle range of the enemy character on the left, and the scope of the virtual weapon is automatically opened. At this time, it is learned that a more important enemy character appears on the right, that is, the attack priority is higher, and the attack needs to be performed first. At this time, the aiming direction of the virtual weapon needs to be moved to the right, and when the aiming direction exceeds the preset angle of the enemy character on the left, the scope can be automatically closed, thereby avoiding the situation that the game scene is enlarged in proportion due to the scope, the moving distance of each operation of moving the aiming direction is small, and the enemy may escape when the aiming point moves to the target position.
[0096] By automatically closing the scope when the included angle between the aiming direction of the virtual weapon and the direction of the target virtual object is greater than the preset angle, the player can quickly realize the automatic closing of the scope without manual closing operation, and the control operation convenience of the scope and the game experience of the player are improved.
[0097] As another example, the player may move away the virtual weapon due to misoperation, and frequent automatic opening or automatic closing of the scope may affect the game experience of the player. In the embodiment of the application, a function of delayed closing of the scope can also be set. For example, after the step S420, the method can further include the following steps:
[0098] Step c), starting timing in response to the included angle being greater than the preset angle;
[0099] Step d), controlling to close the scope of the virtual weapon in response to the timing duration being greater than or equal to the preset duration.
[0100] It should be noted that the preset duration can not be limited, for example, 1 second or 2 seconds, and the like (1 second is taken as an example in the embodiment). As shown in Figure 8 When the included angle between the aiming direction of the virtual weapon and the direction of the target virtual object is greater than 5 degrees (the preset angle), it is confirmed that the virtual weapon is preliminarily separated from the opening range of the scope, and the timing is started from this moment. If the included angle between the aiming direction and the direction of the target virtual object is still greater than 5 degrees when 1 second (the preset duration) is reached, the scope of the virtual weapon is controlled to be closed in the game scene.
[0101] For example, when the player moves the aiming direction of the virtual weapon to the right, as shown in Figure 6As shown, the direction away from the target virtual object, and when the included angle is greater than 5 degrees, it is determined that the scope is preliminarily separated, at this time the scope of the virtual weapon will not be immediately closed, but from this time, if after 1 second, the included angle between the aiming direction of the virtual weapon and the direction of the target object is still greater than 5 degrees, that is, the aiming direction of the virtual weapon is still separated from the scope after 1 second, it is confirmed that the virtual weapon is completely separated from the scope, at this time the system controls the scope to be automatically closed.
[0102] In actual application, there are many reasons for the player to move away the aiming direction of the virtual weapon, which may be that the player wants to replace the target attack object and actively moves away, or it may be that the virtual weapon is shaken due to the recoil of shooting and accidentally moves away, or it may be that the player accidentally moves away due to the slip of the player. For the latter two accidental moving away cases, the player can quickly move back after the aiming direction is moved away, if the scope is immediately closed after the aiming direction of the virtual weapon is separated from the scope, the scope may be continuously closed and opened for a short time, which not only makes the player feel uncomfortable in vision, but also greatly affects the operation of the player and the game experience of the player.
[0103] By setting the delay to close the scope, when the aiming direction of the virtual weapon is just separated from the scope, the scope can not be immediately closed within the preset time, which gives the player a certain reaction time (preset time length), reduces the misoperation of the player, and improves the game experience of the player.
[0104] In addition, in order to improve the user experience, prompt information can also be displayed in the graphical user interface when starting the timing or about to automatically close the scope. For example, when starting the timing, a countdown icon is displayed to prompt the player about the remaining time before the scope is automatically closed. For another example, when the time is up, a prompt icon is displayed to prompt the player that the scope will be automatically closed. For another example, when the player switches the target, a prompt icon can also be displayed before the scope is automatically closed to prompt the player that the scope will be automatically closed after the target is switched.
[0105] Based on the above steps c) and d), if the aiming direction of the virtual weapon returns to the scope within the above preset time length, that is, the above included angle is less than or equal to the preset angle, the original timing is ended. As an example, after the above step c), the method further includes the following step:
[0106] Step e), in response to the included angle being less than or equal to the preset angle, ending the timing.
[0107] In actual application, for example, Figure 6As shown, when the player moves the aiming direction of the virtual weapon to the right, away from the direction of the target virtual object, and the included angle is greater than 5 degrees (a preset angle), that is, the scope is out of the range, the scope of the virtual weapon will not be closed immediately, but will start timing from this time. If the aiming direction of the virtual weapon is returned to the scope range within 1 second (a preset time), the scope of the virtual weapon will not be closed, and the timing task will be completed.
[0108] In an optional embodiment, the counted time can be reset after the timing is completed. For example, the player moves the aiming direction back to the scope range 0.5 seconds after the aiming direction of the virtual weapon is out of the scope range, the timing is completed, and the counted 0.5 seconds is reset. When the aiming direction of the virtual weapon is out of the scope range again, the timing is restarted from 0 seconds, and then compared with the preset time to determine whether to close the scope.
[0109] By setting the delay to close the scope, the timing time can be reset when the aiming direction of the virtual weapon is returned to the scope range, and the scope is closed due to abnormal disengagement of the scope, which avoids affecting the game experience of the player and increases the fault tolerance.
[0110] In some embodiments, the function of automatically opening the scope is triggered only when the distance between the virtual weapon and the target virtual object is far, that is, whether to enable the function of automatically opening the scope is determined according to the distance between the virtual weapon and the target virtual object. As an example, the above step S420 can further include the following steps:
[0111] Step f1), in response to the target virtual object appearing in the graphical user interface, detecting the included angle between the aiming direction and the direction of the target virtual object;
[0112] Step f2), in response to the included angle between the aiming direction and the direction of the target virtual object being less than or equal to a preset angle, detecting the distance between the virtual weapon and the target virtual object;
[0113] Step f3), when the distance is greater than or equal to a preset distance, performing the step of controlling to open the scope of the virtual weapon.
[0114] It should be noted that the preset distance can not be limited, for example, 10 meters or 50 meters, etc. (this embodiment takes 10 meters as an example for description). For example, Figure 9As shown, after detecting that the included angle between the aiming direction and the direction in which the target virtual object is located is less than the preset angle, the distance between the virtual weapon and the target virtual object is detected: when the distance between the virtual weapon and the target virtual object is greater than 10 meters (a preset distance), the system responds to confirm that the distance has entered the automatic opening of the scope function, and the scope of the virtual weapon is automatically opened; when the distance between the virtual weapon and the target virtual object is less than or equal to 10 meters, the automatic opening of the scope function can not respond.
[0115] By combining the distance condition between the virtual weapon and the target virtual object and the included angle between the aiming direction and the direction in which the target virtual object is located, the automatic opening of the scope function is enabled by setting a preset distance to determine whether to enable the automatic opening of the scope function, and the use range of the automatic opening of the scope function is limited, that is, it can only be enabled at a distance, which avoids the situation that the enemy appears in front of the player at a close distance and the scope is still automatically opened, which makes it difficult to aim, and improves the game experience of the player.
[0116] In some embodiments, the system can first detect the distance between the virtual weapon and the target virtual object, and then detect the included angle between the aiming direction of the virtual weapon and the direction in which the target virtual object is located when the distance is within a preset distance range. As an example, before step S420, the method can further include the following steps:
[0117] Step g), in response to the appearance of the target virtual object in the graphical user interface, detecting the distance between the virtual weapon and the target virtual object in the game scene;
[0118] Step h), in response to the distance between the virtual weapon and the target virtual object being greater than or equal to a preset distance, detecting the included angle between the aiming direction and the direction in which the target virtual object is located.
[0119] In an alternative embodiment, the overall detection process can be as shown in Figure 8 Before detecting the included angle between the aiming direction of the virtual weapon and the direction in which the target virtual object is located, a step of detecting the distance between the virtual weapon and the target virtual object is performed first, which can ensure the correct use range of the scope and the good operation of the entire automatic opening of the scope function.
[0120] Based on the above step h), the detection method of the included angle between the aiming direction of the virtual weapon and the direction in which the target virtual object is located can be various. As an example, the above step h) can include the following steps:
[0121] Step i), emitting a detection ray from the virtual weapon towards the direction in which the target virtual object is located;
[0122] Step j) Calculate the angle between the aiming direction and the detection ray, and determine the angle as the angle between the aiming direction and the direction of the target virtual object.
[0123] In practical applications, such as Figure 10 As shown, a detection ray 1003 is emitted from the virtual weapon 503 towards the target virtual object 504, and the ray in the aiming direction of the virtual weapon is the aiming ray 1004. The system calculates the angle between the aiming ray and the detection ray, and determines the included angle as the angle 1005 between the aiming direction of the virtual weapon and the direction of the target virtual object, thereby using this included angle 1005 to determine whether to activate the scope.
[0124] It should be noted that the detection position of the aforementioned virtual weapon in the game can be located in the center of the game screen, and not necessarily in the right-leaning position shown by the weapon model in the game screen. The detection ray and aiming ray mentioned above are virtual rays that can be invisible in the game.
[0125] By emitting detection rays, the angle between the aiming direction of the virtual weapon and the direction of the virtual target object can be calculated accurately and efficiently, thus enabling a more precise judgment on whether to activate the scope.
[0126] In some embodiments, the specific operation methods for aiming at a virtual weapon can be various. As an example, the adjustment operation for the crosshair includes any one or more of the following:
[0127] Slide operations for the crosshair, slide operations for the aiming controls, and slide operations for preset areas in the graphical user interface.
[0128] Regarding the crosshair in this application embodiment, it should be noted that the crosshair can be displayed in the center of the screen in a typical shooting game, and players can adjust the aiming direction by controlling the movement of their virtual character's viewpoint, that is, the character's viewpoint direction.
[0129] In one alternative implementation, players can control the aiming direction of the virtual weapon by sliding their fingers over the crosshair. For example, the crosshair can move in sync with the touch point on the graphical user interface as the player's finger slides over the crosshair.
[0130] In one alternative implementation, players can control the aiming direction of the virtual weapon by sliding their fingers over the aiming controls. For example, players can control an aiming joystick on the screen, and the crosshair of the virtual weapon can be moved according to the aiming joystick.
[0131] In an alternative embodiment, the player can control the aiming direction of the virtual weapon by a sliding operation on a preset area in the graphical user interface, for example, the left half of the screen is the preset area, and the player can control the aiming direction of the virtual weapon by sliding a finger on the left half of the screen.
[0132] By adopting different aiming operations of the virtual weapon according to different games and different game habits of the players, the aiming operation of the virtual weapon can be more flexible, and the game experience can be improved.
[0133] In some embodiments, the function of automatically opening the scope can be combined with the function of manually opening the scope, and the player can also manually control the opening of the scope. As an example, a scope control for the virtual weapon is provided in the graphical user interface; the method can further include the following steps:
[0134] Step k), in response to the operation on the scope control, controlling the opening of the scope of the virtual weapon, and magnifying and displaying the game content determined through the scope.
[0135] In actual application, for example, when the player wants to select the scope to aim at a target virtual object within 10 meters (preset distance), since the automatic aiming function is not enabled within the preset distance, the player can also manually control the opening of the scope. For another example, the target virtual object is too far away, and the system does not detect a target virtual object at this position, and the player can also manually control the opening of the scope. For another example, there is no target virtual object in the game picture, but the player wants to observe the buildings or terrain in the distance in order to formulate the next game strategy, and the player can also manually control the opening of the scope.
[0136] By combining the function of automatically opening the scope with the function of manually opening the scope, that is, also providing a scope control for the virtual weapon in the graphical user interface, the controllability of the player is higher, the game playability is higher, and the game experience is improved.
[0137] In some embodiments, the trigger condition of the automatic opening of the scope can not be the included angle between the aiming direction and the direction in which the target virtual object is located, but the distance between the virtual weapon and the target virtual object. As an example, the above step S420 can be replaced by the following step:
[0138] Step m), detecting the distance between the virtual weapon and the target virtual object;
[0139] Step n), when the distance is greater than or equal to the preset distance, controlling the opening of the scope of the virtual weapon.
[0140] It should be noted that the preset distance can not be limited, for example, 10 meters or 50 meters, etc. For example, when the distance between the virtual weapon and the target virtual object is greater than 10 meters (preset distance), the system responds to confirm that the distance has entered the automatic opening of the scope function, and the scope of the virtual weapon is automatically opened. When the distance between the virtual weapon and the target virtual object is less than or equal to 10 meters, the automatic opening of the scope function can not respond.
[0141] By setting the preset distance to determine whether to enable the automatic opening of the scope function, the use range of the automatic opening of the scope function is limited, that is, it can only be enabled at a distance, which avoids the situation that the enemy appears in front of the player at a close distance and the scope is still automatically opened, which makes it difficult to aim, and improves the game experience of the player.
[0142] Figure 11 A structural diagram of a game aiming control device is provided. The device can be applied to a terminal that can present a graphical user interface. The terminal provides a graphical user interface, which displays at least a virtual weapon aiming mark and a target virtual object in a game scene. The aiming mark is used to prompt the aiming direction of the virtual weapon in the game scene. Figure 11 As shown in the figure, the game aiming control device includes:
[0143] A first control module 1101 is configured to respond to an adjustment operation on the aiming mark and control the adjustment of the aiming direction of the virtual weapon in the game scene.
[0144] A second control module 1102 is configured to respond to the angle between the aiming direction and the direction of the target virtual object being less than or equal to a preset angle, control the opening of the scope of the virtual weapon, and magnify and display the game content determined through the scope.
[0145] In some embodiments, the game content determined through the scope includes any one of the following:
[0146] The game picture in the frame of the scope, the game picture in the preset range centered on the aiming mark, and the overall game picture of the game.
[0147] In some embodiments, the device further includes:
[0148] A third control module is configured to, after controlling the opening of the scope of the virtual weapon, respond to the overlap of the aiming mark and the target virtual object, and control the virtual weapon to shoot towards the aiming direction prompted by the aiming mark.
[0149] In some embodiments, the device further includes:
[0150] a timing module, configured to start timing in response to the included angle being greater than the preset angle after the control of opening the scope of the virtual weapon;
[0151] a fourth control module, configured to control closing the scope of the virtual weapon in response to the timing duration being greater than or equal to the preset duration.
[0152] In some embodiments, the apparatus further includes:
[0153] an ending module, configured to end the timing in response to the included angle being less than or equal to the preset angle after the start of the timing.
[0154] In some embodiments, the apparatus further includes:
[0155] a fifth control module, configured to control closing the scope of the virtual weapon in response to the included angle being greater than the preset angle after the control of opening the scope of the virtual weapon in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to the preset angle.
[0156] In some embodiments, the apparatus further includes:
[0157] a first detection module, configured to detect a distance between the virtual weapon and the target virtual object before the control of opening the scope of the virtual weapon in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to the preset angle; and perform the step of controlling opening the scope of the virtual weapon when the distance is greater than or equal to a preset distance.
[0158] In some embodiments, the apparatus further includes:
[0159] a second detection module, configured to detect a distance between the virtual weapon and the target virtual object in response to the target virtual object appearing in the graphical user interface before the control of opening the scope of the virtual weapon in response to the included angle between the aiming direction and the direction in which the target virtual object is located being less than or equal to the preset angle.
[0160] a third detection module, configured to detect the included angle between the aiming direction and the direction in which the target virtual object is located in response to the distance between the virtual weapon and the target virtual object being greater than or equal to the preset distance.
[0161] In some embodiments, the third detection module is specifically configured to:
[0162] emit a detection ray from the virtual weapon towards the direction in which the target virtual object is located;
[0163] calculate an angle of an included angle between the aiming direction and the detection ray, and determine the angle of the included angle as the included angle between the aiming direction and the direction in which the target virtual object is located.
[0164] In some embodiments, the adjusting operation on the aiming reticle comprises any one or more of the following:
[0165] The sliding operation on the aiming reticle, the sliding operation on the aiming control, and the sliding operation on the preset region in the graphical user interface.
[0166] In some embodiments, a scope control for the virtual weapon is provided in the graphical user interface; the apparatus further comprises:
[0167] A sixth control module is configured to, in response to an operation on the scope control, control to open the scope of the virtual weapon, and control to display the game content determined through the scope in an enlarged manner.
[0168] In some embodiments, the second control module 1102 described above can be further configured to:
[0169] Detect the distance between the virtual weapon and the target virtual object.
[0170] When the distance is greater than or equal to the preset distance, control to open the scope of the virtual weapon.
[0171] The aiming control apparatus in the game provided by the embodiments of the present application has the same technical features as the aiming control method in the game provided by the above embodiments, and can solve the same technical problems and achieve the same technical effects.
[0172] Corresponding to the aiming control method in the game described above, the embodiments of the present application further provide a computer readable storage medium, which stores computer executable instructions, and when the computer executable instructions are called and run by a processor, the computer executable instructions cause the processor to run the steps of the aiming control method in the game described above.
[0173] The aiming control apparatus in the game provided by the embodiments of the present application can be specific hardware on a device or software or firmware installed on the device, etc. The apparatus provided by the embodiments of the present application has the same implementation principle and technical effects as the above method embodiments. For the sake of brevity and simplicity, the part of the apparatus embodiments not mentioned in the description can be referred to the corresponding content in the above method embodiments. Those skilled in the art can clearly understand that, for the sake of convenience and brevity, the specific working process of the system, apparatus and unit described above can be referred to the corresponding process in the above method embodiments, which will not be described here.
[0174] In the embodiments of the present application, it should be understood that the disclosed apparatus and method can be implemented in other manners. The embodiments described above are merely specific implementation manners of the present application, and for example, the division of the units is only a logical function division, and there can be another division manner in actual implementation; for example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the displayed or discussed mutual couplings or direct couplings or communication connections between different units, or the among different units, can be indirect couplings or communication connections through some interfaces, communication interfaces, or a combination of other forms, which can be electric, mechanical, or in other forms.
[0175] For example, the flowcharts and block diagrams in the drawings show the possible implementation architectures, functions and operations of the apparatus, method and computer program product according to the embodiments of the present application. In this regard, each block in the flowcharts or block diagrams can represent a module, a program segment or a part of code, which contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions noted in the blocks can occur in different orders from that shown in the drawings. For example, two consecutive blocks can actually be executed substantially in parallel, and sometimes they can be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and the combination of blocks in the block diagrams and / or flowcharts, can be implemented by a dedicated hardware-based system that performs the specified functions or actions, or can be implemented by a combination of dedicated hardware and computer instructions.
[0176] The units described as separate components can or can not be physically separate, and the components shown as units can or can not be physical units, i.e., they can be located in one place, or can be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the present embodiment.
[0177] In addition, each functional unit in the embodiments of the present application can be integrated into one processing unit, or each unit can exist physically as a separate unit, or two or more units can be integrated into one unit.
[0178] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present application essentially or the parts that contribute to the prior art or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes a number of 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 aiming control method in the game described in the various embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and various program code storage media.
[0179] It should be noted that similar reference numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third" and the like are only used to distinguish the description and cannot be understood as indicating or implying relative importance.
[0180] Finally, it should be noted that the above-described embodiments are only specific embodiments of the present application, which are used to illustrate the technical solutions of the present application, but not to limit them. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily think of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed by the present application, or make equivalent replacements to some of the technical features. These modifications, changes or replacements do not cause the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present application. They should be covered within 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. An aiming control method in a game, characterized in that, The method includes providing a graphical user interface via a terminal, wherein the graphical user interface displays at least a crosshair of a virtual weapon and a virtual target object in the game scene, the crosshair being used to indicate the aiming direction of the virtual weapon in the game scene. In response to the adjustment operation of the crosshair, the aiming direction of the virtual weapon in the game scene is adjusted. In response to the appearance of the target virtual object in the graphical user interface, the distance between the virtual weapon and the target virtual object in the game scene is detected; in response to the distance between the virtual weapon and the target virtual object being greater than or equal to a preset distance, the angle between the aiming direction and the direction of the target virtual object is detected; In response to the angle between the aiming direction and the direction of the target virtual object being less than or equal to a preset angle, the aiming scope of the virtual weapon is activated, and the game content determined by the aiming scope is magnified and displayed. In response to the included angle being greater than the preset angle, a timer is started; In response to a timing duration greater than or equal to a preset duration, the scope of the virtual weapon is turned off.
2. The method according to claim 1, characterized in that, The game content determined by the scope includes any one of the following: The game screen within the scope's frame, the game screen within a preset range centered on the crosshair, and the overall game screen.
3. The method according to claim 1, characterized in that, Following the step of controlling the activation of the virtual weapon's scope, the process also includes: In response to the overlap between the crosshair and the virtual target object, the virtual weapon is controlled to fire in the aiming direction indicated by the crosshair.
4. The method according to claim 3, characterized in that, Following the step of starting the timer, the following steps are also included: The timing ends when the included angle is less than or equal to the preset angle.
5. The method according to claim 1, characterized in that, Before the step of controlling the activation of the virtual weapon's scope after responding to an angle between the aiming direction and the direction of the virtual target object being less than or equal to a preset angle, the method further includes: Detect the distance between the virtual weapon and the target virtual object; When the distance is greater than or equal to a preset distance, the step of controlling the opening of the virtual weapon's scope is executed.
6. The method according to claim 1, characterized in that, The step of detecting the angle between the aiming direction and the direction of the target virtual object includes: A detection ray is emitted from the virtual weapon toward the location of the target virtual object; Calculate the angle between the aiming direction and the detection ray, and determine the angle as the angle between the aiming direction and the direction of the target virtual object.
7. The method according to claim 1, characterized in that, The adjustment operation for the crosshair includes any one or more of the following: The sliding operation for the crosshair, the sliding operation for the aiming control, and the sliding operation for a preset area in the graphical user interface.
8. The method according to claim 1, characterized in that, The graphical user interface provides a scope control for the virtual weapon; the method further includes: In response to an operation on the scope control, the scope of the virtual weapon is activated, and the game content defined by the scope is magnified and displayed.
9. An aiming control device for a game, characterized in that, The device provides a graphical user interface via a terminal, which displays at least a crosshair for a virtual weapon and a virtual target object within the game scene. The crosshair is used to indicate the aiming direction of the virtual weapon within the game scene. The device includes: The first control module is used to control the adjustment of the aiming direction of the virtual weapon in the game scene in response to the adjustment operation of the crosshair; The second control module is used to control the opening of the scope of the virtual weapon and to magnify the game content determined by the scope when the angle between the aiming direction and the direction of the target virtual object is less than or equal to a preset angle. The device also includes: a timing module, used to start timing in response to the included angle being greater than a preset angle after the virtual weapon's scope is activated; and a fourth control module, used to control the virtual weapon's scope to be deactivated in response to the timing duration being greater than or equal to a preset duration. The device further includes: a second detection module, used to detect the distance between a virtual weapon and a target virtual object in a game scene in response to a target virtual object appearing in a graphical user interface; and a third detection module, used to detect the angle between the aiming direction and the direction of the target virtual object in response to the distance between the virtual weapon and the target virtual object being greater than or equal to a preset distance.
10. An electronic terminal, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 8.
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