Shooting game aiming methods, devices, storage media and electronic devices
By setting up aiming suction and assist zones in shooting games, combined with automatic and manual control commands, the problem of unsuitable aiming assistance functions in shooting games has been solved, improving the accuracy of player operation and the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2023-05-29
- Publication Date
- 2026-07-17
AI Technical Summary
Existing aim assist features in shooting games often fail to provide adequate support, leading to a feeling of being out of control and negatively impacting the gaming experience.
By setting up aiming suction area and aiming assist area, different aiming assistance mechanisms are provided according to the position of the assisted aiming target, including automatic suction and automatic assist control commands, combined with the player's manual control commands to adjust the shooting aiming direction.
It improves the flexibility and accuracy of the aim assist function, reduces the feeling of being out of control for the player, improves the issues of crosshair shake and movement deviation, and enhances the gaming experience.
Smart Images

Figure CN116617648B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to aiming methods, aiming devices, computer-readable storage media, and electronic devices for shooting games. Background Technology
[0002] In shooting games, players need to control their characters to aim at and shoot at enemies to win. The accuracy of aiming direction greatly affects the game outcome.
[0003] Currently, some shooting games offer aim assist features that automatically adjust the player's aiming direction to align with the target. However, current aim assist features often fail to provide adequate aiming assistance; for example, in many cases, the aim assist is too strong, making players feel out of control and negatively impacting the gaming experience. Summary of the Invention
[0004] This disclosure provides a shooting game aiming method, a shooting game aiming device, a computer-readable storage medium, and an electronic device to at least partially solve the problem that aiming assistance functions are unable to provide suitable aiming assistance.
[0005] According to a first aspect of this disclosure, a shooting game aiming method is provided, which provides a graphical user interface via a terminal, the graphical user interface displaying at least a portion of a game scene, the game scene including a main virtual object and other virtual objects, the main virtual object being controlled by a player via the terminal; the method includes: determining an auxiliary aiming target among the other virtual objects; when the auxiliary aiming target is located within an aiming suction area, aligning the shooting aiming direction of the main virtual object with the auxiliary aiming target via an automatic suction control command; when the auxiliary aiming target is located outside the aiming suction area but within an aiming assist area, acquiring an automatic assist control command for moving the shooting aiming direction toward the auxiliary aiming target, and controlling the shooting aiming direction according to the automatic assist control command, or a manual control command currently controlled by the player for the shooting aiming direction and the automatic assist control command; wherein the aiming suction area and the aiming assist area are two areas based on the shooting aiming direction, and a second maximum distance between the boundary point of the aiming assist area and the shooting aiming direction is greater than a first maximum distance between the boundary point of the aiming suction area and the shooting aiming direction.
[0006] According to a second aspect of this disclosure, a shooting game aiming method is provided, which provides a graphical user interface via a terminal, the graphical user interface displaying at least a portion of a game scene, the game scene including a main virtual object and other virtual objects, the main virtual object being controlled by a player via the terminal; the method includes: determining an auxiliary aiming target among the other virtual objects; when the auxiliary aiming target is located within a first assist area, acquiring a first automatic assist control command for moving the shooting aiming direction of the main virtual object toward the auxiliary aiming target, and adjusting the aiming direction according to the first automatic assist control command, or a manual control command currently controlled by the player for the shooting aiming direction and the first automatic assist control command. The force control command controls the firing aiming direction; when the auxiliary aiming target is located outside the first assist region and within the second assist region, when a manual control command that meets preset conditions is detected, a second automatic assist control command is acquired to move the firing aiming direction toward the auxiliary aiming target, and the firing aiming direction is controlled according to the manual control command that meets preset conditions and the second automatic assist control command; wherein, the first assist region and the second assist region are two regions based on the firing aiming direction, and the maximum distance between the boundary point of the second assist region and the firing aiming direction is greater than the maximum distance between the boundary point of the first assist region and the firing aiming direction.
[0007] According to a third aspect of this disclosure, a shooting game aiming device is provided, which provides a graphical user interface via a terminal. The graphical user interface displays at least a portion of a game scene, the game scene including a main virtual object and other virtual objects, the main virtual object being controlled by a player via the terminal. The device includes: an auxiliary aiming target determination module configured to determine an auxiliary aiming target among the other virtual objects; an aiming adsorption processing module configured to, when the auxiliary aiming target is located within an aiming adsorption area, align the shooting aiming direction of the main virtual object with the auxiliary aiming target via an automatic adsorption control command; and an aiming assist processing module configured to, when the auxiliary aiming target is located outside the aiming adsorption area but within the aiming assist area, acquire an automatic assist control command for moving the shooting aiming direction toward the auxiliary aiming target, and control the shooting aiming direction according to the automatic assist control command, or a manual control command currently controlled by the player for the shooting aiming direction, and the automatic assist control command; wherein the aiming adsorption area and the aiming assist area are two areas based on the shooting aiming direction, and a second maximum distance between the boundary point of the aiming assist area and the shooting aiming direction is greater than a first maximum distance between the boundary point of the aiming adsorption area and the shooting aiming direction.
[0008] According to a fourth aspect of this disclosure, a shooting game aiming device is provided, which provides a graphical user interface via a terminal. The graphical user interface displays at least a portion of a game scene, including a main virtual object and other virtual objects. The main virtual object is controlled by a player via the terminal. The device includes: an auxiliary aiming target determination module configured to determine an auxiliary aiming target among the other virtual objects; and a first assist processing module configured to, when the auxiliary aiming target is located within a first assist area, acquire a first automatic assist control command for moving the shooting aiming direction of the main virtual object toward the auxiliary aiming target, and, based on the first automatic assist control command or a manual control command currently used by the player to control the shooting aiming direction, and... The first automatic assist control command controls the firing aiming direction; the second assist processing module is configured to, when the assisted aiming target is located outside the first assist region and within the second assist region, upon detecting a manual control command that meets preset conditions, acquire a second automatic assist control command to move the firing aiming direction toward the assisted aiming target, and control the firing aiming direction according to the manual control command that meets the preset conditions and the second automatic assist control command; wherein, the first assist region and the second assist region are two regions based on the firing aiming direction, and the maximum distance between the boundary point of the second assist region and the firing aiming direction is greater than the maximum distance between the boundary point of the first assist region and the firing aiming direction.
[0009] According to a fifth aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the shooting game aiming method and possible implementations thereof as described in the first or second aspect.
[0010] According to a sixth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the shooting game aiming method and possible implementations of the first or second aspect described above by executing the executable instructions.
[0011] The technical solution disclosed herein has the following beneficial effects:
[0012] The system features a targeting suction area and a targeting assist area. When the target is within the targeting suction area, it provides relatively strong targeting assistance, allowing the player to directly aim at the target. When the target is outside the targeting suction area but within the targeting assist area, it provides relatively weak targeting assistance, assisting the player in moving the target towards it. On one hand, this targeting assistance mechanism, through the combination of at least two different targeting assistance mechanisms, enhances the flexibility of the targeting assistance. It can provide appropriate targeting assistance based on the location of the target, improving the accuracy of player operations and reducing the feeling of uncontrollability. On the other hand, as the target gradually approaches the target, the player experiences a smoother transition from weak to strong targeting assistance, improving the change in aiming direction and player perception. This reduces issues such as crosshair jitter and crosshair movement deviating from the player's expectations, thereby enhancing the player's gaming experience. Attached Figure Description
[0013] Figure 1 This diagram illustrates a flowchart of a shooting game aiming method in this exemplary embodiment;
[0014] Figure 2 This illustrates a flowchart of determining the assisted aiming target in this exemplary embodiment;
[0015] Figure 3 A schematic diagram of the shooting game interface in this exemplary embodiment is shown;
[0016] Figure 4 This example embodiment shows a flowchart of generating automatic power assist control commands;
[0017] Figure 5 A schematic diagram showing the yaw angle and pitch angle in this exemplary embodiment is provided;
[0018] Figure 6 A sub-flowchart of a shooting game aiming method is shown in this exemplary embodiment;
[0019] Figure 7 This diagram illustrates the first assist region and the second assist region in this exemplary embodiment.
[0020] Figure 8 A flowchart illustrating another aiming method for a shooting game in this exemplary embodiment is shown;
[0021] Figure 9 This diagram illustrates the structure of a shooting game aiming device according to this exemplary embodiment;
[0022] Figure 10This diagram illustrates the structure of another aiming device for shooting games in this exemplary embodiment;
[0023] Figure 11 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation
[0024] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.
[0025] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.
[0026] Aiming assist (or auto-aiming) functions mostly adjust the aiming direction automatically when the player's aiming direction approaches the target. This reduces the difficulty of game operation, especially helping new players improve their game performance and get started quickly. However, the inventors have found that the aiming assist function in related technologies has a relatively simple and fixed aiming mechanism. In most cases, when the aiming assist function is triggered, it forcibly pulls the aiming direction towards the target direction regardless of whether the player is simultaneously operating it. This makes the aiming assist effect too strong, giving the player a feeling of being out of control. Furthermore, during the process of the aiming assist function controlling the aiming direction movement, it is easy to cause the aiming direction movement to be uneven, manifested as the crosshair shaking when moving, or the crosshair moving in a direction deviating from the player's expectations. Therefore, the aiming assist function may have an adverse effect on the player's operation, making the player feel out of control and affecting the game experience.
[0027] In view of the above problems, the exemplary embodiments of this disclosure provide a shooting game aiming method that can improve the aiming assistance function, provide a suitable aiming assistance effect, and improve the problem of uneven player experience.
[0028] In the above method, a graphical user interface (GUI) can be provided via a terminal, which can be a device with display capabilities such as a mobile phone, personal computer, tablet computer, smart wearable device, or game console. The GUI displays at least a portion of the game scene, which is the space where virtual objects in the game reside, and can be composed of one or more scene elements such as mountains, lakes, forests, buildings, and streets. The game scene includes a main virtual object and other virtual objects. The main virtual object is controlled by the player through the terminal and can be a character or a non-character in the game. Other virtual objects can include characters controlled by other players, non-player characters (NPCs), and objects in the game scene. The GUI can display the entire game scene or a portion of it.
[0029] In one implementation, the graphical user interface can display the current field of view of the game scene as captured by a virtual camera within the game scene. The virtual camera is a tool in the game that simulates a real camera to capture game footage. It can be positioned anywhere in the game scene and capture footage from any angle; that is, the virtual camera can have any pose within the game scene, which can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be placed in the game scene, and different virtual cameras can capture different game footage.
[0030] In one implementation, a virtual camera is attached to the master virtual object, and the graphical user interface can display the current field of view of the master virtual object as captured by the virtual camera. The virtual camera, attached to the master virtual object, moves synchronously with it, thereby capturing the game scene from the master virtual object's perspective in real time and presenting it in the graphical user interface, providing players with a sense of immersion and realism. If the virtual camera is positioned at the location of the master virtual object, or more specifically, at the head or eye position of the master virtual object, a first-person perspective view of the master virtual object can be presented, showing little or no of the master virtual object's body (e.g., only the arms). This method can be applied to first-person shooter (FPS) games or the first-person mode of shooting games. If the virtual camera is set outside the body of the main virtual object (such as behind it), and has a fixed orientation and distance from the main virtual object, it can present the current field of view from the perspective of the main virtual object as a third person. The screen shows all or most of the body of the main virtual object. This method can be applied to third-person shooter (TPS) games or the third-person mode in shooting games.
[0031] Figure 1 An exemplary flow of a shooting game aiming method is shown, which may include the following steps S110 to S130:
[0032] Step S110: Determine the auxiliary aiming target among other virtual objects;
[0033] Step S120: When the auxiliary aiming target is located within the aiming snapping area, the firing aiming direction of the main virtual object is aligned with the auxiliary aiming target by an automatic snapping control command.
[0034] Step S130: When the assisted aiming target is located outside the aiming suction area but within the aiming assist area, obtain an automatic assist control command to move the shooting aiming direction toward the assisted aiming target, and control the shooting aiming direction according to the automatic assist control command, or the player's current manual control command and automatic assist control command.
[0035] Among them, the aiming adsorption area and the aiming assist area are two areas based on the shooting aiming direction. The second maximum distance between the boundary point of the aiming assist area and the shooting aiming direction is greater than the first maximum distance between the boundary point of the aiming adsorption area and the shooting aiming direction.
[0036] based on Figure 1 The method described involves setting up an aiming suction area and an aiming assist area. When the target is within the aiming suction area, a relatively strong aiming assist is provided, allowing the shooting direction to be directly aligned with the target. When the target is outside the aiming suction area but within the aiming assist area, a relatively weak aiming assist is provided, assisting the shooting direction towards the target. On one hand, this aiming assist function, through the combination of at least two different aiming assist mechanisms, improves the flexibility of the aiming assist function. It can provide appropriate aiming assist based on the location of the target, which helps improve the accuracy of player operation and reduces the feeling of uncontrollability that players may experience. On the other hand, as the shooting direction gradually approaches the target, the player experiences a smoother transition from weak to strong aiming assist, improving the change in shooting direction and player perception. This reduces issues such as crosshair jitter and crosshair movement deviating from the player's expectations, thereby enhancing the player's gaming experience.
[0037] The following is about Figure 1 Each step in the process will be explained in detail.
[0038] refer to Figure 1 In step S110, an auxiliary aiming target is determined among other virtual objects.
[0039] The assisted aiming target is the target that the assisted aiming function aims at. It can be a specific virtual object among other virtual objects, or a specific part of a virtual object (such as the head, chest, etc.). The assisted aiming target can be determined from among other virtual objects that the main virtual object can shoot at. For example, if the main virtual object is not in a team, and all other virtual objects are enemies and can be shot at by the main virtual object, then the assisted aiming target can be determined from all other virtual objects. Alternatively, if the main virtual object is in a team, and friendly virtual objects cannot be shot at by the main virtual object, then the assisted aiming target can be determined from among other virtual objects besides friendly virtual objects. Or, if the main virtual object is in a team, and friendly fire mode is enabled (i.e., friendly objects can be damaged), although friendly virtual objects can be shot at by the main virtual object, they are not the intended target; therefore, the assisted aiming target can be determined from among other virtual objects besides friendly virtual objects.
[0040] In one implementation, an auxiliary aiming target can be determined among other virtual objects based on their positional relationship with the master virtual object. For example, a connection vector between the master virtual object and other virtual objects can be obtained, representing the direction of the other virtual objects relative to the master virtual object. Then, the angle between the connection vector and the current aiming direction of the master virtual object is determined. The aiming direction can be considered as a vector extending along the gun's nose with the master virtual object as its endpoint. In one implementation, the aiming direction can be equivalent to the direction of the master virtual object's field of vision center. The angle between the connection vector and the aiming direction characterizes the deviation angle between the aiming directions of the other virtual objects and the master virtual object. The other virtual object corresponding to the smallest angle can be determined as the auxiliary aiming target, or when the smallest angle is less than a preset angle threshold, the other virtual object corresponding to the smallest angle can be determined as the auxiliary aiming target. The other virtual object corresponding to the smallest angle, located in an area with a small deviation from the aiming direction of the master virtual object, is highly likely to be the player's intended attack target, making it a highly accurate auxiliary aiming target. Furthermore, if the aim assist function intervenes in controlling the shooting aiming direction, the degree of interference with the shooting aiming direction is relatively low, which helps to reduce the player's perception of the aim assist function and improve the game experience.
[0041] In one implementation, reference Figure 2 As shown, determining the assisted aiming target in other virtual objects may include the following steps S210 and S220:
[0042] Step S210: Detect other unobstructed virtual objects within the current shooting range of the virtual camera as candidate targets;
[0043] Step S220: Determine the auxiliary aiming target from the candidate targets.
[0044] The current shooting range of the virtual camera can be a box-shaped or cone-shaped area extending from the virtual camera's position towards the front of the main virtual object (i.e., the direction the virtual camera's lens is facing). This area can be the game scene displayed in the current field of view. "Unobstructed" means there are no obstacles on the lines connecting the main virtual object to other virtual objects. The outlines of other virtual objects can be detected within the current shooting range of the virtual camera. If an outline is detected, it indicates that the other virtual object is within the current shooting range and is unobstructed. For example, skeletal components for detection can be pre-set on other virtual objects. These skeletal components can include only the necessary bones for detection, such as body outline bones. When detecting candidate targets, the skeletal components within the current shooting range can be scanned. The scanned skeletal components provide skeletal information for other virtual objects, and then a ray is generated from the virtual camera to the bones of the other virtual objects. If this ray does not pass through obstacles, it indicates no obstruction, and the corresponding other virtual object is identified as a candidate target. You can configure the skeletal component to not take effect when certain game events are triggered (i.e., not provide skeletal information), such as when other virtual objects are inside the smoke generated by a smoke grenade, or when other virtual objects use invisibility or disguise items, so that the other virtual objects will not be detected.
[0045] Other unobstructed virtual objects within the current shooting range are used as candidate targets. The candidate targets are ensured to be within the field of view of the master virtual object and to be unobstructed in front of them. In this way, the master virtual object can see and shoot at other virtual objects.
[0046] After identifying candidate targets, one can be selected as a secondary targeting target. When determining the secondary targeting target, the threat level of each candidate target to the master virtual object can be considered. For example, the distance between the candidate targets and the master virtual object can be obtained; the candidate target closest to the master virtual object has a higher threat level and can be used as the secondary targeting target.
[0047] In one implementation, the above-described method of determining the auxiliary targeting target from candidate targets may include the following steps:
[0048] Obtain the distance between the projection of the candidate target in the current field of view and the aiming point, and determine the candidate target corresponding to the projection closest to the aiming point as the auxiliary aiming target; the aiming point is the projection point of the shooting aiming direction in the current field of view.
[0049] The current field of view is an image. The projection of the candidate target onto the current field of view is essentially the projection of the candidate target onto the imaging plane of the virtual camera. The aiming direction can be perpendicular to the current field of view; therefore, the projection of the aiming direction onto the current field of view can be a point, called the aiming point. For example, the graphical user interface can also display a crosshair representing the aiming direction, with the aiming point being the center point of the crosshair. The distance between the projection of the candidate target onto the current field of view and the aiming point is obtained. The candidate target corresponding to the projection point closest to the aiming point is the most obvious candidate target in the view of the main virtual object. This candidate target can be considered the most important target for the main virtual object to attack at present, and therefore is identified as the auxiliary aiming target.
[0050] In one implementation, the auxiliary aiming target can be determined based on two factors: the distance between the candidate target and the master virtual object, and the distance between the projection of the candidate target in the current field of view and the aiming point. For example, weights can be pre-set for these two distances; the weights can be equal, or, considering that the distance between the projection in the current field of view and the aiming point better reflects the shooting tendency of the master virtual object (i.e., the master virtual object may be more inclined to shoot at other virtual objects that are closer in the current field of view), a greater weight can be assigned to this distance, and so on. After determining the candidate targets, the two distances for each candidate target can be obtained, and a weighted average distance can be obtained for each candidate target. The candidate target with the smallest average quantized distance is then determined as the auxiliary aiming target.
[0051] In one implementation, the auxiliary aiming target can also change as the relative positional relationship between the main virtual object and other virtual objects changes. Specifically, after determining the candidate target corresponding to the projection closest to the aiming point as the auxiliary aiming target, the aiming method for shooting games may further include the following steps:
[0052] If a change is detected in the projection closest to the aiming point, the auxiliary aiming target will be changed to the candidate target corresponding to the projection closest to the aiming point.
[0053] Within a first preset time after the target retrieval changes, lock the target retrieval to prevent it from changing.
[0054] For example, if the projection of candidate target A is closest to the aiming point, then candidate target A is designated as the auxiliary aiming target. After a period of time, the projection of candidate target B becomes closest to the aiming point, meaning the projection closest to the aiming point changes. At this point, the auxiliary aiming target can be changed from candidate target A to candidate target B. This allows for timely updates to the auxiliary aiming target based on changes in the position of different virtual objects in the game scene, further ensuring its accuracy. To prevent frequent changes to the auxiliary aiming target, it can be locked for a first preset time after a change. Once locked, the auxiliary aiming target will not change again. The first preset time can be determined based on experience and specific needs; for example, it could be 3 seconds, meaning the auxiliary aiming target is locked for 3 seconds after each change. After 3 seconds, the lock is released, allowing further changes to the auxiliary aiming target.
[0055] The above describes the methods for detecting candidate targets and determining auxiliary aiming targets. During the shooting game, the process of detecting candidate targets and determining auxiliary aiming targets can be executed in real time. For example, steps S210 and S220 can be executed once for each frame of the current view. Alternatively, it can be executed according to a predetermined period (which can be determined by time or frame count), such as executing steps S210 and S220 every 5 seconds, or every 50 frames of the current view. In one embodiment, candidate targets can be detected according to a predetermined period, and after detecting candidate targets, the process of determining auxiliary aiming targets can be executed in real time. For example, step S210 can be executed every 5 seconds, and then step S220 can be executed once for each frame of the current view. Specifically, when each frame of the current view is captured, the projection closest to the aiming point can be detected in the current view of the current frame, and the candidate target corresponding to that projection can be determined as the auxiliary aiming target.
[0056] Continue to refer to Figure 1 In step S120, when the auxiliary aiming target is located within the aiming adsorption area, the firing aiming direction of the main virtual object is aligned with the auxiliary aiming target by an automatic adsorption control command.
[0057] In this exemplary embodiment, at least two determination areas for assisted aiming can be set, including an aiming suction area and an aiming assist area, both of which are based on the shooting aiming direction of the master virtual object. The aiming suction area and the aiming assist area have different ranges. The maximum distance between the boundary point of the aiming assist area and the shooting aiming direction is recorded as the second maximum distance, and the maximum distance between the boundary point of the aiming suction area and the shooting aiming direction is recorded as the first maximum distance. The second maximum distance is greater than the first maximum distance. This means that the range of the aiming assist area extending outward from the shooting aiming direction is relatively large, while the range of the aiming suction area extending outward from the shooting aiming direction is relatively small, making it easier for the assisted aiming target to enter the aiming assist area. In one embodiment, the aiming suction area can be located within the aiming assist area, so that in most cases the assisted aiming target will enter the aiming assist area first and then the aiming suction area. In this way, the assisted aiming functions of the two areas take effect sequentially, improving the smoothness of the assisted aiming function.
[0058] Both the aiming suction area and the aiming assist area are formed based on the shooting aiming direction of the master virtual object. Specifically, two areas can be obtained by expanding outward from the shooting aiming direction of the master virtual object. In one embodiment, the aiming suction area or aiming assist area can be centered on the shooting aiming direction. In another embodiment, the aiming suction area or aiming assist area can form an initial area centered on the shooting aiming direction, and then shift it in a specific direction to form the final aiming suction area or aiming assist area. If the wind direction in the game scene affects the shooting trajectory, the aiming suction area or aiming assist area can be shifted in the wind direction. For example, if the wind blows to the right, the aiming suction area or aiming assist area will shift to the right, so that the aiming suction area or aiming assist area can more accurately match the bullet trajectory impact point. In this way, the shooting aiming direction is located at a position offset from the center of the aiming suction area or aiming assist area (shifted in the opposite direction of the aforementioned specific direction).
[0059] In one implementation, the aiming suction area or aiming assist area can be a three-dimensional spatial region. For example, the aiming suction area and aiming assist area can be a cone-shaped region (such as a cone or a square pyramid) within the game scene space, and the shooting aiming direction can be the central axis of the cone-shaped region.
[0060] In one embodiment, the targeting adsorption region or targeting assistance region can be a two-dimensional planar region. For example, Figure 3A schematic diagram of the shooting game interface is shown. The interface displays the current field of view 310 and a crosshair 320, the center of which is the aiming point. The aiming suction area 330 and the aiming assist area 340 are two areas in the current field of view 310 based on the aiming point. Furthermore, the aiming suction area 330 and the aiming assist area 340 can be formed with the aiming point as the center point, or an initial area can be formed with the aiming point as the center point and then offset in a specific direction to form the final aiming suction area 330 and the aiming assist area 340.
[0061] It should be understood that Figure 3 The aiming adsorption area 330 and aiming assist area 340 shown are for illustrative purposes only. The aiming adsorption area 330 and aiming assist area 340 can be... Figure 3 The circular area shown can also be a rectangular or other shaped area. Furthermore, the aiming suction area 330 and the aiming assist area 340 are areas used for background game judgment and may not be displayed in the graphical user interface.
[0062] This disclosure does not limit the size of the aiming suction area and the aiming assist area. Appropriate sizes for the aiming suction area and the aiming assist area can be determined based on the size of the shooting game interface or the current field of view. For example, if the height of the current field of view is H, the radius of the aiming suction area can be set to H / 10, and the radius of the aiming assist area can be twice the radius of the aiming suction area.
[0063] In one implementation, after determining the auxiliary aiming target among other virtual objects, the aiming method for shooting games may further include the following steps:
[0064] The dimensions of the aiming suction area and the aiming assist area are determined based on the distance between the assisted aiming target and the main virtual object.
[0065] The distance between the assisted aiming target and the main virtual object can be the actual distance between them in the game scene, such as by obtaining the three-dimensional coordinates of the assisted aiming target and the main virtual object in the game scene and calculating the distance between the two coordinates. In one implementation, since the closer the assisted aiming target is to the main virtual object, the larger its area (i.e., the projected area) in the current field of view, the distance between the assisted aiming target and the main virtual object can also be quantitatively represented by the size of the area of the assisted aiming target in the current field of view. That is, the size of the aiming suction area and the aiming assist area can be determined based on the area of the assisted aiming target in the current field of view.
[0066] In one implementation, the smaller the distance between the assisted aiming target and the main virtual object (i.e., the larger the area of the assisted aiming target in the current field of view), the easier it is for the player to aim at the assisted aiming target. Relatively speaking, the player's need for the assisted aiming function is lower. Therefore, the size of the aiming snap area and the aiming assist area can be positively correlated with the distance between the assisted aiming target and the main virtual object. That is, the smaller the distance between the assisted aiming target and the main virtual object, the smaller the size of the aiming snap area and the aiming assist area. In this way, the degree of intervention of the assisted aiming function is lower, and the player's perception is weaker.
[0067] In one implementation, the basic dimensions of the aiming suction area and aiming assist area can be determined based on the current field of view. Then, the basic dimensions are adjusted according to the distance between the assisted aiming target and the main virtual object to determine the final dimensions of the aiming suction area and aiming assist area. For example, an adjustment coefficient can be determined based on the distance between the assisted aiming target and the main virtual object. When the distance between the assisted aiming target and the main virtual object is less than a certain reference distance, or when the area of the assisted aiming target in the current field of view is greater than a certain reference area (the reference distance and reference area can be set in advance based on experience), the adjustment coefficient can be set to be less than 1; otherwise, it can be greater than 1. The basic dimensions of the aiming suction area and aiming assist area are multiplied by the adjustment coefficient to obtain the final dimensions.
[0068] In one embodiment, a size range can be set for the aiming adsorption area and the aiming assist area. For example, the size range of the aiming adsorption area can be set to 0.5 to 1.5 times its basic size. When determining the specific size of the aiming adsorption area and the aiming assist area, the size range must not be exceeded. This can prevent the size of the aiming adsorption area and the aiming assist area from being too large or too small, and ensure that the auxiliary aiming function can play an appropriate role.
[0069] In one implementation, the sizes of the aiming suction area and the aiming assist area can be determined based on the type of weapon currently being used by the main virtual object. For example, if the main virtual object is currently using a sniper rifle, which has a small attack range but high accuracy, a larger aiming suction area can be set so that the player can hit the assisted aiming target even if their aim is not very precise. If the main virtual object is currently using a shotgun, which has a large attack range but low accuracy, a larger aiming assist area can be set so that the player can better follow the assisted aiming target to fire.
[0070] When the target being targeted is within the targeting snap area, the targeting snap function is activated. "Target being targeted is within the targeting snap area" can mean that the entire target is within the targeting snap area, or that a portion of the target is within the targeting snap area. For example, it could mean that the center point (such as the center of gravity or geometric center) of the target is within the targeting snap area.
[0071] In one implementation, if the aiming snap-in area is a region within the current field of view, then determining whether the auxiliary aiming target is located within the aiming snap-in area can include: the projection of the auxiliary aiming target onto the current field of view being located within the aiming snap-in area. The projection of the auxiliary aiming target onto the current field of view, that is, the image of the auxiliary aiming target mapped onto the current field of view, is essentially a projection of the auxiliary aiming target onto the imaging plane of the virtual camera. Determining whether the auxiliary aiming target is located within the aiming snap-in area based on its projection position within the current field of view simplifies the determination process.
[0072] When the aiming assist function of the aiming snap area is activated, the shooting aiming direction of the main virtual object can be aligned with the aiming target through the automatic snap control command. The automatic snap control command is an automatic control command generated without relying on player operation, so that the shooting aiming direction is automatically "snapped" to the aiming target, improving the accuracy of the player's aiming and shooting.
[0073] In one implementation, when the auxiliary aiming target is located within the aiming snap-in area, aligning the firing aiming direction of the main virtual object with the auxiliary aiming target via an automatic snap-in control command may include the following steps:
[0074] When the auxiliary aiming target is located within the aiming snapping area, the main virtual object fires, and the firing aiming direction is aligned with the auxiliary aiming target via an automatic snapping control command.
[0075] In other words, besides the target being within the aiming suction area, the main virtual object must also fire for the aiming assist function to activate. This makes the timing of the aiming assist function more in line with player expectations, further enhancing the gaming experience.
[0076] In one implementation, the graphical user interface also displays a crosshair representing the aiming direction. The crosshair is typically positioned at a fixed location within the current field of view, such as the center. When the viewpoint of the main virtual object changes, the current field of view changes synchronously, but the crosshair remains centered. The aforementioned automatic snap-in control command to align the aiming direction with the auxiliary aiming target can include the following two methods:
[0077] With the crosshair in a fixed position in the current field of view, the virtual camera's pose can be controlled by automatic snap-in control commands to align the crosshair with the target being assisted; or the position of the crosshair in the current field of view can be controlled by automatic snap-in control commands to align the crosshair with the target being assisted.
[0078] In the first method described above, the automatic snap-in control command is used to control the pose of the virtual camera, that is, to control the viewpoint of the main virtual object. The automatic snap-in control command can control the virtual camera to translate or rotate. In one implementation, considering that players are relatively insensitive to the rotation of the virtual camera but relatively sensitive to its translation, the automatic snap-in control command can be restricted to controlling only the rotation of the virtual camera, and not its translation, thereby reducing the player's perception of the aiming assistance function. By controlling the pose of the virtual camera, the current field of view is moved, aligning the crosshair, which is fixed in the current field of view, with the aiming target.
[0079] In the second method described above, the automatic snap-in control command is used to control the position of the crosshair in the current field of view. For example, it can move the crosshair from its original fixed position (such as the center) to another position to align with the target, without controlling the pose of the virtual camera. Therefore, in this method, the automatic snap-in control command does not control the virtual camera to rotate or pan, resulting in lower player perception. However, if the player simultaneously performs manual operations to control the shooting aiming direction while the automatic snap-in control command is controlling it—such as rotating or moving the main virtual object—the current field of view can be adjusted based on the manual operation information. That is, during the automatic snap-in control command's control of the shooting aiming direction, both the current field of view and the crosshair's position within the current field of view may change simultaneously.
[0080] It should be understood that when the aiming assistance function of the aiming suction area is active, regardless of the magnitude of the deviation between the original aiming direction and the assisted aiming target, the automatic suction control command can control the aiming direction to move to a position or direction that is completely aligned with the assisted aiming target. For example, an automatic suction control command can be generated based on the deviation between the assisted aiming target and the aiming direction. This command can completely compensate for the deviation, ensuring that the aiming direction is aligned with the assisted aiming target.
[0081] If, during the automatic targeting process, the player simultaneously performs manual actions to control the aiming direction (such as rotating or moving the main virtual object), this will also cause a change in the aiming direction, potentially leading to the aiming direction failing to align with the assisted target. To address this issue, the following two exemplary solutions are provided:
[0082] In one implementation, the automatic targeting control command can be adjusted in real time based on the player's manual operation information. For example, the opposite of the manual operation information can be superimposed on the automatic targeting control command. For instance, if the manual operation information controls the shooting aiming direction to turn right, an operation information of turning left by the same degree can be added to the automatic targeting control command. Thus, if the manual operation information adjusts the shooting aiming direction to be closer to the auxiliary target, the control strength of the automatic targeting control command can be reduced; if the manual operation information adjusts the shooting aiming direction to be further away from the auxiliary target, the control strength of the automatic targeting control command can be increased. The shooting aiming direction is controlled jointly by the automatic targeting control command and the manual operation, resulting in aiming at the auxiliary target.
[0083] In another implementation, the player's manual operation information can be set to be ineffective within a certain range, and the aiming can be controlled solely by the automatic snap-in control command to ensure alignment with the auxiliary aiming target. For example, during the automatic snap-in control command's control of the aiming direction, if the manual operation force is less than the force required to move the auxiliary aiming target outside the aiming snap-in area (manual operation changes the aiming direction, thus changing the position of the aiming snap-in area, equivalent to changing the relative position of the auxiliary aiming target and the aiming snap-in area), then the manual operation information is determined to be ineffective. If the manual operation force is sufficient to move the auxiliary aiming target outside the aiming snap-in area, then the manual operation information is determined to be effective, and the automatic snap-in control command can be canceled.
[0084] The above describes the activation of the aiming assist function within the aiming suction area. In one implementation, when the assisted aiming target moves outside the aiming suction area (including the assisted aiming target actively moving outside the aiming suction area, or the firing aiming direction of the master virtual object changing, causing a change in the position of the aiming suction area, resulting in the assisted aiming target passively moving outside the aiming suction area), or when the master virtual object stops firing, it can be determined that the aiming assist function of the aiming suction area is canceled, which is manifested by canceling the automatic suction control command. If the automatic suction control command adjusts the position of the crosshair in the current field of view, canceling the automatic suction control command will restore the crosshair to its original fixed position (such as the center position) in the current field of view.
[0085] In one implementation, an aiming-attachment transition zone can be added around the aiming-attachment area. The maximum distance between the boundary point of the aiming-attachment transition zone and the aiming direction can be greater than a first maximum distance but less than a second maximum distance; that is, the aiming-attachment transition zone can lie between the aiming-attachment area and the aiming-assist area. When the assisted aiming target is outside the aiming-attachment area but within the aiming-attachment transition zone, the position of the crosshair in the current field of view can be adjusted, but it can not be completely adjusted to align with the assisted aiming target or completely restored to its original fixed position in the current field of view; this serves as a transitional phase for crosshair adjustment. Specifically, as the assisted aiming target moves from the aiming-attachment transition zone to the aiming-attachment area, the crosshair position is gradually adjusted. After the assisted aiming target enters the aiming-attachment area, the crosshair is adjusted to align with the assisted aiming target. As the assisted aiming target exits the aiming-attachment transition zone (i.e., moves towards the aiming-assist area), the crosshair is gradually restored to its original fixed position in the current field of view. The setting of the aiming-attachment transition zone can further reduce the player's perception of the aiming-assist function, thereby improving the gaming experience.
[0086] Continue to refer to Figure 1 In step S130, when the assisted aiming target is located outside the aiming suction area but within the aiming assist area, an automatic assist control command is obtained to move the shooting aiming direction toward the assisted aiming target, and the shooting aiming direction is controlled according to the automatic assist control command, or the player's current manual control command and automatic assist control command to control the shooting aiming direction.
[0087] The phrase "the target being targeted is located within the aiming assist area" can mean that the entire target being targeted is located within the aiming assist area, or it can mean that a part of the target being targeted is located within the aiming assist area. For example, it can mean that the center point (such as the center of gravity or geometric center) of the target being targeted is located within the aiming assist area.
[0088] In one implementation, if the aiming suction area and the aiming assist area are regions within the current field of view, then the location of the assisted aiming target outside the aiming suction area and within the aiming assist area can include: the projection of the assisted aiming target in the current field of view being located outside the aiming suction area and within the aiming assist area. This simplifies the determination process by using the projection position in the current field of view to determine whether the assisted aiming target is within the aiming assist area.
[0089] Since the aiming assist area and the aiming suction area may overlap (e.g., the aiming assist area can include the aiming suction area, which is the intersection of the two areas), it is possible for the assisted aiming target to be located in both areas simultaneously. It should be understood that if the assisted aiming target is located in both areas simultaneously, the condition of step S120 is met, triggering the assisted aiming function of the aiming suction area. If the assisted aiming target is located outside the aiming suction area but within the aiming assist area, the condition of step S130 is met, triggering the assisted aiming function of the aiming assist area.
[0090] When the aiming assist function of the aiming assist area is active, it can obtain automatic assist control commands to move the aiming direction towards the assisted aiming target. The aiming direction is controlled according to these automatic assist control commands. Alternatively, if a manual control command for the player's current aiming direction also exists, the aiming direction is controlled jointly by the manual and automatic assist control commands. It should be noted that when both manual and automatic assist control commands exist, they can be merged. For example, they can be added or weighted to obtain a merged control command, which is then used to control the aiming direction.
[0091] Compared to the aiming suction area, the aiming assist area has a weaker aiming assist function. The automatic assist control command does not completely align the shooting aiming direction with the assisted aiming target, but rather provides an assist to move the shooting aiming direction toward the assisted aiming target, making it easier for the player to align the shooting aiming direction with the assisted aiming target.
[0092] In this exemplary embodiment, it can be set so that even if the main virtual object does not fire when the conditions of step S130 are met, the aiming assistance function of the aiming assistance area can still take effect, providing the player with assistance in aiming at the target. Of course, it can also be set so that when the main virtual object fires when the conditions of step S130 are met, the aiming assistance function of the aiming assistance area will only take effect.
[0093] In one implementation, the graphical user interface also displays a crosshair representing the aiming direction. The crosshair is typically positioned at a fixed location within the current field of view, such as the center of the current view. When the viewpoint of the main virtual object changes, the current field of view changes synchronously, but the crosshair remains centered. Controlling the aiming direction based on automatic assist control commands, or the player's current manual control commands and automatic assist control commands, may include the following steps:
[0094] With the crosshair in a fixed position within the current field of view, the virtual camera's pose is controlled according to automatic assist control commands, or manual control commands and automatic assist control commands.
[0095] The automatic aiming assist command controls the virtual camera's pose, i.e., the viewpoint of the main virtual object. It can control the virtual camera to pan or rotate. In one implementation, considering that players are less sensitive to virtual camera rotation but more sensitive to virtual camera panning, the automatic aiming assist command can be restricted to controlling only virtual camera rotation, not panning, thus reducing the player's perception of the aiming assist function. Furthermore, the player's manual control commands can control the virtual camera to pan or rotate. By controlling the virtual camera's pose solely with the automatic aiming assist command, or by using both manual and automatic aiming assist commands together, the current field of view moves, while the crosshair remains in a fixed position within the current field of view, and its pointing direction changes accordingly. Therefore, both the automatic and manual control commands act on the virtual camera; the automatic aiming assist command does not directly control the crosshair's position within the current field of view. This unifies the control methods of the automatic and manual commands, making it easier for players to perceive the assistive effect of the aiming assist function.
[0096] It should be noted that the automatic assist control command is different from the automatic snap-in control command mentioned above. Under the action of the automatic assist control command, it cannot guarantee that the shooting aiming direction is completely aligned with the assisted aiming target, but it can help the player get closer to the assisted aiming target.
[0097] In one embodiment, the above-mentioned acquisition of automatic assist control commands for moving the firing aiming direction toward the auxiliary aiming target may include the following steps:
[0098] Automatic assist control commands are generated based on the degree of deviation between the assisted aiming target and the firing aiming direction; the control strength of the automatic assist control commands is negatively correlated with the degree of deviation.
[0099] The degree of deviation between the assisted aiming target and the firing aiming direction can be quantitatively expressed through deviation distance, deviation angle, etc. For example, this deviation degree can include: the distance between the projection of the assisted aiming target in the current field of view and the aiming point (i.e., deviation distance), or the angle between the connection vector between the assisted aiming target and the main virtual object and the firing aiming direction (i.e., deviation angle). The control strength of the automatic assist control command refers to the degree to which the automatic assist control command controls the firing aiming direction; for example, the control strength can be the angle by which the firing aiming direction is rotated. The control strength of the automatic assist control command is negatively correlated with the degree of deviation; that is, when the deviation between the assisted aiming target and the firing aiming direction is large, a smaller automatic assist control command can be given, and when the deviation between the assisted aiming target and the firing aiming direction is small, i.e., when the firing aiming direction is close to the assisted aiming target, a larger automatic assist control command can be given.
[0100] A negative correlation function between the control force and the degree of deviation can be preset, such as a linear function with a negative slope or an inverse proportional function. Using this function, the control force of the automatic power assist control command can be calculated from the degree of deviation, and then the automatic power assist control command can be generated.
[0101] The aforementioned method of generating automatic assist control commands based on the degree of deviation has the following effects: First, the smaller the deviation between the assisted aiming target and the shooting aiming direction, the higher the probability that the assisted aiming target is the player's intended attack target. Correspondingly, a stronger automatic assist control command is given, which better aligns with the player's intentions. Second, as the player moves the shooting aiming direction closer to the assisted aiming target, the control strength of the automatic assist control command gradually increases, allowing the player to feel a gradually increasing assist effect. The operation feels smoother, and the shooting aiming direction seems to "stick" to the assisted aiming target, making it less likely to deviate from the target, resulting in a better gaming experience. Third, when the shooting aiming direction deviates significantly from the assisted aiming target, if the player wants to aim at a target other than the assisted aiming target, the control strength of the automatic assist control command is very small. The player can more easily perform the opposite operation of the automatic assist control command, thus helping the player make accurate operations and reducing the feeling of uncontrollability that comes with the assisted aiming function.
[0102] In one implementation, the degree of deviation between the assisted aiming target and the firing aiming direction can include: the deviation distance between the projection of the assisted aiming target in the current field of view and the aiming point. (Reference) Figure 4 As shown, the above-mentioned generation of automatic assist control commands based on the degree of deviation between the assisted aiming target and the firing aiming direction may include the following steps S410 to S430:
[0103] Step S410: Determine the automatic assist strength parameter based on the deviation distance; the automatic assist strength parameter is negatively correlated with the deviation distance.
[0104] The automatic assist strength parameter can be an intermediate parameter used to calculate relevant control parameters (such as yaw and pitch angles) for the automatic assist control command, representing the control strength of the automatic assist control command. The automatic assist strength parameter is set to be negatively correlated with the deviation distance; the smaller the deviation distance, the larger the automatic assist strength parameter, and the larger the calculated yaw and pitch angles, meaning the stronger the control effect of the automatic assist control command.
[0105] In one implementation, if the aiming assist region is an area in the current field of view with the aiming point as a reference, then the second maximum distance can be the maximum distance between the boundary point of the aiming assist region and the aiming point. For example, if the aiming assist region is a circular area in the current field of view centered on the aiming point, then the second maximum distance is equal to the radius of the aiming assist region. Accordingly, the above-mentioned determination of the automatic assist intensity parameter based on the deviation distance may include the following steps:
[0106] Calculate the ratio of the deviation distance to the second maximum distance to obtain the normalized deviation distance;
[0107] The automatic assist strength parameter is determined based on the normalized deviation distance; the automatic assist strength parameter is negatively correlated with the normalized deviation distance.
[0108] For example, the calculation of the automatic assist strength parameter can refer to the following formula:
[0109] Power=1–distance / maxD2 (1)
[0110] Where Power represents the automatic power assist strength parameter, distance represents the deviation distance, and maxD2 represents the second maximum distance. Distance / maxD2 represents the normalized deviation distance. Equation (1) shows that the automatic power assist strength parameter and the normalized deviation distance are represented by a linear function with a negative slope. In addition, other negative correlation functions such as inverse proportional functions can also be used. The normalized deviation distance can more accurately characterize the degree of deviation, and the automatic power assist strength parameter calculated using the normalized deviation distance is more accurate.
[0111] Step S420: Generate yaw and pitch angles for rotating the aiming direction of the shot based on the automatic assist strength parameters.
[0112] In this exemplary embodiment, the width direction of the current field of view can be set as the X-axis, the height direction as the Y-axis, and the direction perpendicular to the current field of view as the Z-axis. Yaw angle refers to the rotation angle of a person or object around the Y-axis, and pitch angle refers to the rotation angle of a person or object around the X-axis. By combining yaw and pitch angles, the aiming direction can be rotated towards the assisted aiming target. The values of yaw and pitch angles can be quantitatively calculated based on the automatic assist strength parameter; the larger the automatic assist strength parameter, the larger the yaw and pitch angles.
[0113] In one embodiment, the process of generating the yaw and pitch angles for rotating the aiming direction based on the automatic assist strength parameters may include the following steps:
[0114] Based on the direction of the line connecting the projection of the assisted aiming target in the current field of view and the aiming point, the automatic assist intensity parameter is decomposed into a first axis and a second axis that are perpendicular to each other, and the first automatic assist intensity component and the second automatic assist intensity component are obtained respectively.
[0115] The yaw angle is determined based on the first automatic assist strength component, and the pitch angle is determined based on the second automatic assist strength component.
[0116] The first axis can be the X-axis, representing the width of the current field of view, and the second axis can be the Y-axis, representing the height of the current field of view. The line connecting the projection of the assisted aiming target onto the aiming point in the current field of view is essentially the projection of the connection vector between the assisted aiming target and the main virtual object onto the current field of view. This line can be considered a vector in the current field of view, and its direction reflects the direction of the assisted aiming target relative to the aiming point. (Reference) Figure 5 As shown, the line connecting the crosshair and the projection of the assisted aiming target in the current field of view points to the upper left, meaning the viewing angle needs to be rotated to the upper left. The yaw angle causes the aiming direction to rotate to the left, while the pitch angle causes it to rotate upwards. Based on the direction of the line, the relative proportions of the aiming direction rotation in these two directions can be determined. This allows the automatic assist strength parameter to be decomposed onto a first and second axis, which are perpendicular to each other, resulting in quantified first and second automatic assist strength components in both directions. For example, assuming the angle between the line and the X-axis is α, the first and second automatic assist strength components can be derived using the following formula:
[0117] Power x =Power·cosα
[0118] Power y =Power·sinα (2)
[0119] Among them, Powerx Power y These represent the first automatic assist intensity component and the second automatic assist intensity component, respectively.
[0120] After obtaining the first and second automatic assist strength components, the yaw angle can be determined based on the first automatic assist strength component, and the pitch angle can be determined based on the second automatic assist strength component. A conversion coefficient, called the automatic assist coefficient, can be set between the automatic assist strength components and the yaw and pitch angles. Multiplying the first automatic assist strength component by the automatic assist coefficient yields the yaw angle, and multiplying the second automatic assist strength component by the automatic assist coefficient yields the pitch angle.
[0121] Step S430: Generate automatic power assist control commands based on yaw and pitch angles.
[0122] Based on the yaw and pitch angles, the direction and angle of rotation of the virtual camera can be determined, thereby generating automatic assist control commands.
[0123] By decomposing the automatic assist strength parameters onto the first and second axes to calculate the yaw and pitch angles separately, it is possible to ensure that the generated automatic assist control commands control the shooting aiming direction to rotate in the accurate direction, allowing players to experience the assist effect of accurately pointing to the assisted aiming target.
[0124] In one implementation, the aiming method for shooting games may further include the following steps before generating automatic assist control commands based on yaw and pitch angles:
[0125] The yaw and pitch angles are scaled based on the distance between the assisted aiming target and the main virtual object.
[0126] The above-mentioned generation of automatic assist control commands based on yaw and pitch angles may include the following steps:
[0127] Automatic assist control commands are generated based on the scaled yaw and pitch angles.
[0128] Generally, the greater the distance between the assisted aiming target and the main virtual object, the smaller the assisted aiming target usually appears in the current field of view, and the smaller the yaw and pitch angles can be, to prevent excessive assistance from the aiming assist function. A reference distance between the assisted aiming target and the main virtual object can be set. If the distance between the assisted aiming target and the main virtual object is greater than the reference distance, the yaw and pitch angles are reduced; if the distance is less than the reference distance, the yaw and pitch angles are increased. The specific scaling relationship and magnification can be determined based on experience and specific needs. Finally, automatic assist control commands are generated based on the scaled yaw and pitch angles, making the automatic assist control commands more precise.
[0129] In one embodiment, the above-mentioned acquisition of automatic assist control commands for moving the firing aiming direction toward the auxiliary aiming target may include the following steps:
[0130] Based on the degree of deviation between the assisted aiming target and the shooting aiming direction, and the control strength of the player's current manual control command to control the shooting aiming direction, an automatic assist control command is generated; the control strength of the automatic assist control command is negatively correlated with the degree of deviation and positively correlated with the control strength of the manual control command.
[0131] For example, the control strength of manual control commands can be quantified into a positively correlated adjustment coefficient. This can be achieved by normalizing the control strength of manual control commands and using the normalized result as the adjustment coefficient. The relevant parameters of the automatic assist control command, calculated based on the degree of deviation, are then multiplied by this adjustment coefficient to obtain the final result, which in turn generates the automatic assist control command. This ensures that the control strength of the automatic assist control command is positively correlated with the control strength of the manual control command; that is, the stronger the player's manual control command, the stronger the assist effect.
[0132] In one implementation, an automatic assist control command can be generated based on the degree of deviation between the assisted aiming target and the firing aiming direction, as well as the magnitude of the control component in the manual control command that brings the firing aiming direction closer to the assisted aiming target. The control strength of the automatic assist control command is negatively correlated with the degree of deviation and positively correlated with the magnitude of the control component.
[0133] This process involves calculating the components of the control parameters related to the manual control command along the line connecting the assisted aiming target and the firing aiming direction (or aiming point), thus obtaining the control component in the manual control command that brings the firing aiming direction closer to the assisted aiming target. This control component can then be quantified into a positively correlated adjustment coefficient. Alternatively, the control component can be normalized, and the normalized result used as the adjustment coefficient. Multiplying the automatic assist control command parameters calculated based on the degree of deviation by this adjustment coefficient yields the final result, which in turn generates the automatic assist control command. This ensures that the control strength of the automatic assist control command is positively correlated with the magnitude of the control component; that is, the stronger the player's manual control command to bring the firing aiming direction closer to the assisted aiming target, the stronger the assist effect. This ensures that the strength of the assist effect matches the player's intention to aim at the assisted aiming target, making the assist effect more in line with user expectations.
[0134] In one implementation, the aiming assistance region may include a first assistance region and a second assistance region, wherein the distance between the boundary point of the second assistance region and the aiming direction is greater than the distance between the boundary point of the first assistance region and the aiming direction. That is, the aiming assistance region can be further divided into two sub-regions, with the second assistance region located at a more peripheral position. (Reference) Figure 6 As shown, when the assisted aiming target is located outside the aiming suction area but within the aiming assist area, the above-mentioned automatic assist control command for moving the shooting aiming direction toward the assisted aiming target is obtained, and the shooting aiming direction is controlled according to the automatic assist control command, or the player's current manual control command and automatic assist control command for controlling the shooting aiming direction, may include the following steps S610 and S620:
[0135] Step S610: When the assisted aiming target is located outside the aiming suction area but within the first assist area, a first automatic assist control command is obtained, and the shooting aiming direction is controlled according to the first automatic assist control command, or a manual control command and the first automatic assist control command.
[0136] Step S620: When the assisted aiming target is located outside the aiming suction area, outside the first assist area, and inside the second assist area, when a manual control command that meets preset conditions is detected, a second automatic assist control command is acquired, and the shooting aiming direction is controlled according to the manual control command that meets preset conditions and the second automatic assist control command.
[0137] Figure 7 A schematic diagram of the first and second assist regions is shown. The second assist region 3402 may include the first assist region 3401. For example, the first assist region 3401 and the second assist region 3402 are two concentric circles with the aiming point as the center, and the radius of the second assist region 3402 is larger than that of the first assist region 3401. Alternatively, the second assist region 3402 may be an annular region surrounding the first assist region 3401.
[0138] When the target being assisted is located outside the aiming suction area but within the first assist area, the assisted aiming function of the first assist area is activated. Regardless of whether the player performs manual operation, the player can obtain the first automatic assist control command and control the shooting aiming direction independently according to the first automatic assist control command, or control the shooting aiming direction together according to the manual control command and the first automatic assist control command.
[0139] When the assisted aiming target is located outside the aiming suction area, outside the first assist area, and inside the second assist area, when a manual control command that meets the preset conditions is detected, the assisted aiming function of the second assist area is triggered, the second automatic assist control command is obtained, and the shooting aiming direction is controlled together according to the manual control command and the second automatic assist control command that meet the preset conditions.
[0140] The manual control command that meets the preset conditions can be a manual control command that occurs when the player's expected attack target matches the assisted aiming target. For example, a manual control command that meets the preset conditions can include a manual control command that reduces the deviation between the assisted aiming target and the firing aiming direction. The deviation between the assisted aiming target and the firing aiming direction can include the aforementioned deviation angle or deviation distance. If the deviation decreases or shows a decreasing trend when the player performs the operation, it can be determined that the player has performed a manual control command that meets the preset conditions. Another example is a manual control command that reduces the deviation between the assisted aiming target and the firing aiming direction while simultaneously firing.
[0141] As can be seen from the above, the conditions for the activation of the aim assist function in the second assist area are more stringent. In addition to the requirement that the position of the assisted aiming target is required, the player also needs to input a manual control command that meets the preset conditions. This can avoid aiming assistance when the player's operation does not match the intention of aiming at the assisted aiming target, so as to further ensure the accuracy of the aim assist function.
[0142] The first automatic power assist control command and the second automatic power assist control command are the automatic power assist control commands provided by the first power assist region and the second power assist region, respectively. Their calculation methods can be the same or different. For example, the first automatic power assist control command and the second automatic power assist control command can be determined by referring to the above-described implementation method for determining the automatic power assist control command.
[0143] By setting a first and a second aiming assist area within the aiming assist area, the aiming assistance function of the aiming assist area is further refined. The aiming assistance function of the first assist area can be activated without player operation, while the aiming assistance function of the second assist area requires the player to input a manual control command that meets preset conditions to be activated. This makes the effect of the aiming assistance function change from weak to strong from the second assist area to the first assist area, making the movement of the shooting aiming direction and the player's experience smoother, and further improving the matching between the aiming assistance function and the player's intention, thus ensuring the accuracy of the aiming assistance function.
[0144] In one embodiment, obtaining the first automatic assist control command when the assisted aiming target is located outside the aiming adsorption area but within the first assist area may include: generating the first automatic assist control command based on a first automatic assist coefficient when the assisted aiming target is located outside the aiming adsorption area but within the first assist area. Obtaining the second automatic assist control command when a manual control command meeting preset conditions is detected when the assisted aiming target is located outside the aiming adsorption area, outside the first assist area, but within the second assist area may include: generating the second automatic assist control command based on a second automatic assist coefficient when a manual control command meeting preset conditions is detected when the assisted aiming target is located outside the aiming adsorption area, outside the first assist area, but within the second assist area. The first automatic assist coefficient is greater than the second automatic assist coefficient.
[0145] The first automatic assist coefficient is used to calculate the parameters related to the first automatic assist control command (such as yaw angle and pitch angle), and the second automatic assist coefficient is used to calculate the parameters related to the second automatic assist control command. The first automatic assist coefficient is greater than the second automatic assist coefficient, which means that under the same conditions, the parameters related to the first automatic assist control command are greater than those related to the second automatic assist control command. For example, the first and second automatic assist coefficients can be used to calculate the yaw angle and pitch angle corresponding to the automatic assist strength parameters. Because the first automatic assist coefficient is greater than the second automatic assist coefficient, the yaw angle and pitch angle achieved by the assisted aiming function in the first assist region are generally greater than those achieved by the assisted aiming function in the second assist region. That is, the control strength of the first automatic assist control command is stronger than that of the second automatic assist control command, which is more in line with the principle that the assisted aiming effect gradually increases from the second assist region to the first assist region.
[0146] By dividing the aiming assist area into a first assist area and a second assist area, three areas are actually set up for assisting aiming determination: the first assist area, the second assist area, and the aiming snap area. The aiming assist mechanisms in these three areas are different, making the aiming assist function of this exemplary embodiment more flexible and facilitating the determination of the appropriate aiming assist effect. As the player controls the main virtual object, gradually bringing its shooting aiming direction closer to the assisted aiming target, the corresponding aiming assist function is triggered sequentially in the order of the second assist area, the first assist area, and the aiming snap area, with the effect increasing from weak to strong. This makes the movement of the shooting aiming direction and the player's experience smoother, further enhancing the player's gaming experience.
[0147] In one implementation, if no manual control command for controlling the virtual camera or the main virtual object is detected within a second preset time (the second preset time can be determined based on experience or specific needs, such as 5 seconds or 10 seconds), it indicates that the current state is inactive. In this case, the aiming assistance function of any one or more of the aiming suction area, aiming assist area, first assist area, and second assist area can be set to be inactive to prevent the aiming assistance function from taking effect unexpectedly by the player.
[0148] Exemplary embodiments of this disclosure also provide another aiming method for shooting games, providing a graphical user interface (GUI) via a terminal. The GUI displays at least a portion of the game scene, which includes a master virtual object and other virtual objects. The master virtual object is controlled by the player via the terminal. (Reference) Figure 8 As shown, the aiming method for this shooting game may include the following steps S810 to S830:
[0149] Step S810: Determine the auxiliary aiming target among other virtual objects;
[0150] Step S820: When the assisted aiming target is located within the first assist area, a first automatic assist control command is obtained to move the shooting aiming direction of the main virtual object toward the assisted aiming target, and the shooting aiming direction is controlled according to the first automatic assist control command, or the player's current manual control command for controlling the shooting aiming direction and the first automatic assist control command.
[0151] Step S830: When the assisted aiming target is located outside the first assist area and within the second assist area, when a manual control command that meets the preset conditions is detected, a second automatic assist control command for moving the shooting aiming direction toward the assisted aiming target is obtained, and the shooting aiming direction is controlled according to the manual control command that meets the preset conditions and the second automatic assist control command.
[0152] The first and second assist zones are two zones based on the firing aiming direction. The maximum distance between the boundary point of the second assist zone and the firing aiming direction is greater than the maximum distance between the boundary point of the first assist zone and the firing aiming direction.
[0153] Step S810 can be referred to as step S110, step S820 can be referred to as step S610, and step S830 can be referred to as step S620. They will not be described again here.
[0154] It should be noted that, in Figure 8In the method shown, only the first and second aiming assistance areas can be set, without setting an aiming snap area. The aiming assistance function of the first assist area takes effect without player operation, while the aiming assistance function of the second assist area requires the player to input manual control commands that meet preset conditions to take effect. The combination of the two aiming assistance mechanisms makes the aiming assistance function more flexible and conducive to providing appropriate aiming assistance. As the player controls the shooting aiming direction to approach the assisted aiming target, the assisted aiming target passes through the second assist area and then the first assist area in sequence. The effect of the aiming assistance function changes from weak to strong, making the movement of the shooting aiming direction and the player's experience smoother, and improving the matching between the aiming assistance function and the player's intention, ensuring the accuracy of the aiming assistance function.
[0155] Exemplary embodiments of this disclosure also provide a shooting game aiming device, which provides a graphical user interface via a terminal. The graphical user interface displays at least a portion of the game scene, including a master virtual object and other virtual objects. The master virtual object is controlled by the player via the terminal. (Reference) Figure 9 As shown, the shooting game aiming device 900 may include the following program modules:
[0156] The target determination module 910 for assisted aiming is configured to determine the assisted aiming target among other virtual objects;
[0157] The aiming and adsorption processing module 920 is configured to align the firing aiming direction of the main virtual object with the auxiliary aiming target through an automatic adsorption control command when the auxiliary aiming target is located within the aiming and adsorption area.
[0158] The aiming assist processing module 930 is configured to acquire an automatic assist control command for moving the shooting aiming direction toward the auxiliary aiming target when the assisted aiming target is located outside the aiming suction area but within the aiming assist area, and to control the shooting aiming direction according to the automatic assist control command, or the player's current manual control command and automatic assist control command for controlling the shooting aiming direction.
[0159] Among them, the aiming adsorption area and the aiming assist area are two areas based on the shooting aiming direction. The second maximum distance between the boundary point of the aiming assist area and the shooting aiming direction is greater than the first maximum distance between the boundary point of the aiming adsorption area and the shooting aiming direction.
[0160] In one implementation, the graphical user interface displays the current field of view of the game scene as captured by a virtual camera in the game scene.
[0161] In one implementation, the aiming suction area and the aiming assist area are two areas in the current field of view with the aiming point as the reference, and the aiming point is the projection point of the shooting aiming direction in the current field of view.
[0162] In one embodiment, the auxiliary aiming target being located within the aiming adsorption area includes: the projection of the auxiliary aiming target in the current field of view being located within the aiming adsorption area; the auxiliary aiming target being located outside the aiming adsorption area but within the aiming assist area includes: the projection of the auxiliary aiming target in the current field of view being located outside the aiming adsorption area but within the aiming assist area.
[0163] In one embodiment, the graphical user interface also displays a front sight representing the aiming direction; the above-mentioned aiming direction is aligned with the auxiliary aiming target via automatic snap-in control commands, including:
[0164] With the crosshair in a fixed position in the current field of view, the virtual camera's pose can be controlled by automatic snap-in control commands to align the crosshair with the target being assisted; or the position of the crosshair in the current field of view can be controlled by automatic snap-in control commands to align the crosshair with the target being assisted.
[0165] In one embodiment, the graphical user interface also displays a crosshair representing the aiming direction; the aforementioned control of the aiming direction based on automatic assist control commands, or manual control commands and automatic assist control commands currently used by the player to control the aiming direction, includes:
[0166] With the crosshair in a fixed position within the current field of view, the virtual camera's pose is controlled according to automatic assist control commands, or manual control commands and automatic assist control commands.
[0167] In one implementation, determining the assisted aiming target among other virtual objects includes:
[0168] Detect other unobstructed virtual objects within the current shooting range of the virtual camera as candidate targets;
[0169] Identify auxiliary targeting targets from the candidate targets.
[0170] In one implementation, determining the auxiliary targeting target from candidate targets includes:
[0171] Obtain the distance between the projection of the candidate target in the current field of view and the aiming point, and determine the candidate target corresponding to the projection closest to the aiming point as the auxiliary aiming target; the aiming point is the projection point of the shooting aiming direction in the current field of view.
[0172] In one implementation, the target determination module 910 for assisting aiming is further configured to:
[0173] After identifying the candidate target corresponding to the projection closest to the aiming point as the auxiliary aiming target, if a change is detected in the projection closest to the aiming point, the auxiliary aiming target is changed to the candidate target corresponding to the current projection closest to the aiming point; within a first preset time after the auxiliary aiming target changes, the auxiliary aiming target is locked to prevent it from changing.
[0174] In one embodiment, the acquisition of the automatic assist control command for moving the firing aiming direction toward the auxiliary aiming target includes:
[0175] Automatic assist control commands are generated based on the degree of deviation between the assisted aiming target and the firing aiming direction; the control strength of the automatic assist control commands is negatively correlated with the degree of deviation.
[0176] In one implementation, the degree of deviation between the assisted aiming target and the shooting aiming direction includes: the deviation distance between the projection of the assisted aiming target in the current field of view and the aiming point; wherein, the current field of view is the current image obtained by the virtual camera bound to the main virtual object capturing the game scene; and the aiming point is the projection point of the shooting aiming direction in the current field of view.
[0177] The above-mentioned automatic assist control commands are generated based on the degree of deviation between the assisted aiming target and the firing aiming direction, including:
[0178] The automatic assist strength parameter is determined based on the deviation distance; the automatic assist strength parameter is negatively correlated with the deviation distance.
[0179] The yaw and pitch angles used to rotate the aiming direction are generated based on the automatic assist strength parameters.
[0180] Automatic assist control commands are generated based on yaw and pitch angles.
[0181] In one embodiment, the above-mentioned generation of yaw and pitch angles for rotating the firing aiming direction based on the automatic assist intensity parameters includes:
[0182] Based on the direction of the line connecting the projection of the assisted aiming target in the current field of view and the aiming point, the automatic assist intensity parameter is decomposed into a first axis and a second axis that are perpendicular to each other, and the first automatic assist intensity component and the second automatic assist intensity component are obtained respectively.
[0183] The yaw angle is determined based on the first automatic assist strength component, and the pitch angle is determined based on the second automatic assist strength component.
[0184] In one implementation, the aiming assistance processing module 930 is further configured to:
[0185] Before generating automatic assist control commands based on yaw and pitch angles, the yaw and pitch angles are scaled according to the distance between the assisted aiming target and the main control virtual object;
[0186] The above-mentioned automatic assist control commands generated based on yaw and pitch angles include:
[0187] Automatic assist control commands are generated based on the scaled yaw and pitch angles.
[0188] In one embodiment, the aiming assistance area includes a first assistance area and a second assistance area, wherein the distance between the boundary point of the second assistance area and the firing aiming direction is greater than the distance between the boundary point of the first assistance area and the firing aiming direction.
[0189] When the assisted aiming target is located outside the aiming suction area but within the aiming assist area, the above-mentioned automatic assist control command is obtained to move the shooting aiming direction toward the assisted aiming target. The shooting aiming direction is then controlled according to the automatic assist control command, or the player's current manual control command and automatic assist control command, including:
[0190] When the assisted aiming target is located outside the aiming suction area but within the first assist area, a first automatic assist control command is acquired, and the shooting aiming direction is controlled according to the first automatic assist control command, or a manual control command and the first automatic assist control command.
[0191] When the assisted aiming target is located outside the aiming suction area, outside the first assist area, and inside the second assist area, when a manual control command that meets preset conditions is detected, a second automatic assist control command is acquired, and the shooting aiming direction is controlled according to the manual control command that meets preset conditions and the second automatic assist control command.
[0192] In one embodiment, obtaining the first automatic assist control command when the assisted aiming target is located outside the aiming adsorption area but within the first assist area includes: generating the first automatic assist control command based on the first automatic assist coefficient when the assisted aiming target is located outside the aiming adsorption area but within the first assist area.
[0193] When the assisted aiming target is located outside the aiming adsorption area, outside the first assist area, and inside the second assist area, and a manual control command that meets preset conditions is detected, a second automatic assist control command is obtained, including: when the assisted aiming target is located outside the aiming adsorption area, outside the first assist area, and inside the second assist area, and a manual control command that meets preset conditions is detected, a second automatic assist control command is generated based on a second automatic assist coefficient; the first automatic assist coefficient is greater than the second automatic assist coefficient.
[0194] In one implementation, the manual control command that meets the preset conditions includes a manual control command that reduces the degree of deviation between the auxiliary aiming target and the firing aiming direction.
[0195] In one implementation, when the auxiliary aiming target is located within the aiming snap-in area, aligning the firing aiming direction of the main virtual object with the auxiliary aiming target via an automatic snap-in control command includes:
[0196] When the auxiliary aiming target is located within the aiming snapping area, the main virtual object fires, and the firing aiming direction is aligned with the auxiliary aiming target via an automatic snapping control command.
[0197] In one implementation, the target determination module 910 for assisting aiming is further configured to:
[0198] After identifying the assisted aiming target among other virtual objects, determine the dimensions of the aiming suction area and the aiming assist area based on the distance between the assisted aiming target and the main virtual object.
[0199] Exemplary embodiments of this disclosure also provide another aiming device for shooting games, which provides a graphical user interface via a terminal. The graphical user interface displays at least a portion of the game scene, including a master virtual object and other virtual objects. The master virtual object is controlled by the player via the terminal. (Reference) Figure 10 As shown, the shooting game aiming device 1000 may include the following program modules:
[0200] The target determination module 1010 for assisted aiming is configured to determine the assisted aiming target among other virtual objects;
[0201] The first assist processing module 1020 is configured to, when the assisted aiming target is located within the first assist area, acquire a first automatic assist control command for moving the shooting aiming direction of the main virtual object toward the assisted aiming target, and control the shooting aiming direction according to the first automatic assist control command, or the player's current manual control command for controlling the shooting aiming direction and the first automatic assist control command.
[0202] The second assist processing module 1030 is configured to, when the assisted aiming target is located outside the first assist area and within the second assist area, when a manual control command that meets preset conditions is detected, acquire a second automatic assist control command for moving the shooting aiming direction toward the assisted aiming target, and control the shooting aiming direction according to the manual control command and the second automatic assist control command that meet preset conditions.
[0203] The first and second assist regions are two regions based on the firing aiming direction. The maximum distance between the boundary point of the second assist region and the firing aiming direction is greater than the maximum distance between the boundary point of the first assist region and the firing aiming direction.
[0204] The specific details of each part of the above-mentioned apparatus 900 and apparatus 1000 have been described in detail in the method section of the embodiments. For any undisclosed details, please refer to the method section of the embodiments, and therefore will not be repeated here.
[0205] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0206] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0207] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.
[0208] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0209] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages such as Java and C++, and conventional procedural programming languages such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0210] Exemplary embodiments of this disclosure also provide an electronic device, such as a terminal. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor executes the executable instructions to perform the methods of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.
[0211] The following is for reference. Figure 11 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 11 The electronic device 1100 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.
[0212] like Figure 11 As shown, the electronic device 1100 may include: a processor 1110, a memory 1120, a bus 1130, an I / O (input / output) interface 1140, a network adapter 1150, and a display 1160.
[0213] Memory 1120 may include volatile memory, such as RAM 1121 and cache unit 1122, and may also include non-volatile memory, such as ROM 1123. Memory 1120 may also include one or more program modules 1124, such program modules 1124 including, but not limited to: operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1124 may include the modules in the above-described apparatus.
[0214] Bus 1130 is used to connect different components of electronic device 1100 and may include a data bus, an address bus and a control bus.
[0215] Electronic device 1100 can communicate with one or more external devices 1200 (e.g., keyboard, mouse, external controller, etc.) through I / O interface 1140.
[0216] Electronic device 1100 can communicate with one or more networks via network adapter 1150. For example, network adapter 1150 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1150 can communicate with other modules of electronic device 1100 via bus 1130.
[0217] Electronic device 1100 can display a graphical user interface, such as a shooting game interface, through display 1160.
[0218] although Figure 11 Other hardware and / or software modules, including but not limited to: displays, microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, may also be configured in electronic device 1100.
[0219] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0220] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
[0221] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.
Claims
1. A shooting game aiming method, characterized in that, A graphical user interface is provided via a terminal, the graphical user interface displaying at least a portion of the game scene, the game scene including a main virtual object and other virtual objects, the main virtual object being controlled by the player via the terminal; the method includes: Identify the auxiliary aiming target among the other virtual objects; When the auxiliary aiming target is located within the aiming adsorption area, the firing aiming direction of the main virtual object is aligned with the auxiliary aiming target by an automatic adsorption control command; When the assisted aiming target is located outside the aiming suction area but within the aiming assist area, an automatic assist control command is acquired to move the shooting aiming direction toward the assisted aiming target, and the shooting aiming direction is controlled according to the automatic assist control command, or the player's current manual control command for controlling the shooting aiming direction and the automatic assist control command; Wherein, the aiming adsorption area and the aiming assist area are two areas based on the shooting aiming direction, and the second maximum distance between the boundary point of the aiming assist area and the shooting aiming direction is greater than the first maximum distance between the boundary point of the aiming adsorption area and the shooting aiming direction; The acquisition of automatic assist control commands for moving the firing aiming direction toward the assisted aiming target includes: The automatic assist control command is generated based on the degree of deviation between the assisted aiming target and the firing aiming direction; the control strength of the automatic assist control command is negatively correlated with the degree of deviation.
2. The method according to claim 1, characterized in that, The graphical user interface displays the current field of view of the game scene as captured by a virtual camera within the game scene.
3. The method according to claim 2, characterized in that, The aiming adsorption area and the aiming assist area are two areas in the current field of view with the aiming point as the reference. The aiming point is the projection point of the shooting aiming direction in the current field of view.
4. The method according to claim 3, characterized in that, The auxiliary aiming target being located within the aiming suction area includes: the projection of the auxiliary aiming target in the current field of view being located within the aiming suction area; The auxiliary aiming target is located outside the aiming suction area and within the aiming assist area, including: the projection of the auxiliary aiming target in the current field of view is located outside the aiming suction area and within the aiming assist area.
5. The method according to claim 2, characterized in that, The graphical user interface also displays a crosshair representing the firing aiming direction; aligning the firing aiming direction with the auxiliary aiming target via an automatic snap-in control command includes: With the crosshair in a fixed position within the current field of view, the virtual camera's pose is controlled by the automatic snap-in control command, causing the crosshair to align with the auxiliary aiming target; or The automatic snap-in control command controls the position of the crosshair in the current field of view, so that the crosshair is aligned with the auxiliary aiming target.
6. The method according to claim 2, characterized in that, The graphical user interface also displays a crosshair representing the aiming direction; controlling the aiming direction according to the automatic assist control command, or the player's current manual control command for the aiming direction and the automatic assist control command, includes: When the crosshair is in a fixed position in the current field of view, the pose of the virtual camera is controlled according to the automatic assist control command, or the manual control command and the automatic assist control command.
7. The method according to claim 2, characterized in that, The step of determining the auxiliary aiming target among the other virtual objects includes: Detect other unobstructed virtual objects within the current shooting range of the virtual camera as candidate targets; The auxiliary aiming target is determined from the candidate targets.
8. The method according to claim 7, characterized in that, The step of determining the auxiliary aiming target from the candidate targets includes: The distance between the projection of the candidate target in the current field of view and the aiming point is obtained, and the candidate target corresponding to the projection closest to the aiming point is determined as the auxiliary aiming target; the aiming point is the projection point of the shooting aiming direction in the current field of view.
9. The method according to claim 8, characterized in that, After determining the candidate target corresponding to the projection closest to the aiming point as the auxiliary aiming target, the method further includes: If a change is detected in the projection closest to the aiming point, the auxiliary aiming target is changed to the candidate target corresponding to the projection closest to the aiming point. Within a first preset time period after the auxiliary aiming target changes, the auxiliary aiming target is locked to prevent it from changing.
10. The method according to claim 1, characterized in that, The acquisition of automatic assist control commands for moving the firing aiming direction toward the assisted aiming target includes: The automatic assist control command is generated based on the degree of deviation between the assisted aiming target and the shooting aiming direction, as well as the control strength of the player's current manual control command of the shooting aiming direction; the control strength of the automatic assist control command is negatively correlated with the degree of deviation and positively correlated with the control strength of the manual control command.
11. The method according to claim 1, characterized in that, The degree of deviation between the assisted aiming target and the shooting aiming direction includes: the deviation distance between the projection of the assisted aiming target in the current field of view and the aiming point; wherein, the current field of view is the current image obtained by the virtual camera bound to the main virtual object capturing the game scene; the aiming point is the projection point of the shooting aiming direction in the current field of view; The step of generating the automatic assist control command based on the degree of deviation between the assisted aiming target and the firing aiming direction includes: The automatic assist strength parameter is determined based on the deviation distance; the automatic assist strength parameter is negatively correlated with the deviation distance. The yaw and pitch angles are generated based on the automatic assist strength parameters to rotate the firing aiming direction; The automatic assist control command is generated based on the yaw angle and the pitch angle.
12. The method according to claim 11, characterized in that, The step of generating yaw and pitch angles for rotating the firing aiming direction based on the automatic assist strength parameters includes: Based on the direction of the line connecting the projection of the assisted aiming target in the current field of view and the aiming point, the automatic assist intensity parameter is decomposed into a first axis and a second axis that are perpendicular to each other, and the first automatic assist intensity component and the second automatic assist intensity component are obtained respectively. The yaw angle is determined based on the first automatic assist strength component, and the pitch angle is determined based on the second automatic assist strength component.
13. The method according to claim 11, characterized in that, Before generating the automatic assist control command based on the yaw angle and the pitch angle, the method further includes: The yaw angle and the pitch angle are scaled based on the distance between the assisted aiming target and the main control virtual object. The generation of the automatic assist control command based on the yaw angle and the pitch angle includes: The automatic assist control command is generated based on the scaled yaw angle and pitch angle.
14. The method according to claim 1, characterized in that, The aiming assistance area includes a first assistance area and a second assistance area, wherein the distance between the boundary point of the second assistance area and the shooting aiming direction is greater than the distance between the boundary point of the first assistance area and the shooting aiming direction. When the assisted aiming target is located outside the aiming suction area but within the aiming assist area, an automatic assist control command is acquired to move the shooting aiming direction toward the assisted aiming target. The shooting aiming direction is then controlled according to the automatic assist control command, or the player's current manual control command for the shooting aiming direction, and the automatic assist control command, including: When the assisted aiming target is located outside the aiming adsorption area but within the first assist area, a first automatic assist control command is acquired, and the shooting aiming direction is controlled according to the first automatic assist control command, or the manual control command and the first automatic assist control command. When the assisted aiming target is located outside the aiming suction area, outside the first assist area, and inside the second assist area, when a manual control command that meets preset conditions is detected, a second automatic assist control command is acquired, and the shooting aiming direction is controlled according to the manual control command that meets preset conditions and the second automatic assist control command.
15. The method according to claim 14, characterized in that, When the assisted aiming target is located outside the aiming adsorption area but within the first assist area, a first automatic assist control command is acquired, including: When the assisted aiming target is located outside the aiming adsorption area but within the first assist area, the first automatic assist control command is generated based on the first automatic assist coefficient; When the assisted aiming target is located outside the aiming adsorption area, outside the first assist area, and within the second assist area, when a manual control command that meets preset conditions is detected, a second automatic assist control command is acquired, including: When the assisted aiming target is located outside the aiming adsorption area, outside the first assist area, and within the second assist area, when the manual control command that meets the preset conditions is detected, the second automatic assist control command is generated according to the second automatic assist coefficient; the first automatic assist coefficient is greater than the second automatic assist coefficient.
16. The method according to claim 14, characterized in that, The manual control command that meets the preset conditions includes: a manual control command that reduces the degree of deviation between the auxiliary aiming target and the firing aiming direction.
17. The method according to claim 1, characterized in that, When the auxiliary aiming target is located within the aiming suction area, the step of aligning the firing aiming direction of the main virtual object with the auxiliary aiming target via an automatic suction control command includes: When the auxiliary aiming target is located within the aiming adsorption area, and the main virtual object fires, the automatic adsorption control command aligns the firing aiming direction with the auxiliary aiming target.
18. The method according to claim 1, characterized in that, After identifying the assisted aiming target among the other virtual objects, the method further includes: The dimensions of the aiming adsorption area and the aiming assist area are determined based on the distance between the assisted aiming target and the main virtual object.
19. A shooting game aiming method, characterized in that, A graphical user interface is provided via a terminal, the graphical user interface displaying at least a portion of the game scene, the game scene including a main virtual object and other virtual objects, the main virtual object being controlled by the player via the terminal; the method includes: Identify the auxiliary aiming target among the other virtual objects; When the assisted aiming target is located within the first assist area, a first automatic assist control command is obtained to move the shooting aiming direction of the main virtual object toward the assisted aiming target, and the shooting aiming direction is controlled according to the first automatic assist control command, or the player's current manual control command for controlling the shooting aiming direction and the first automatic assist control command; When the assisted aiming target is located outside the first assist area and within the second assist area, when a manual control command that meets preset conditions is detected, a second automatic assist control command is acquired to move the shooting aiming direction toward the assisted aiming target, and the shooting aiming direction is controlled according to the manual control command that meets preset conditions and the second automatic assist control command. Wherein, the first assist region and the second assist region are two regions based on the shooting aiming direction, and the maximum distance between the boundary point of the second assist region and the shooting aiming direction is greater than the maximum distance between the boundary point of the first assist region and the shooting aiming direction; the manual control command that meets the preset conditions includes: a manual control command that reduces the degree of deviation between the assisted aiming target and the shooting aiming direction.
20. A aiming device for a shooting game, characterized in that, The device provides a graphical user interface (GUI) via a terminal, displaying at least a portion of the game scene, including a main virtual object and other virtual objects, the main virtual object being controlled by the player through the terminal; the device includes: The target determination module is configured to determine the target in the other virtual objects; The aiming and adsorption processing module is configured to, when the auxiliary aiming target is located within the aiming and adsorption area, automatically adsorb control commands to align the firing aiming direction of the main virtual object with the auxiliary aiming target. The aiming assist processing module is configured to, when the assisted aiming target is located outside the aiming suction area but within the aiming assist area, acquire an automatic assist control command for moving the shooting aiming direction toward the assisted aiming target, and control the shooting aiming direction according to the automatic assist control command, or the player's current manual control command for controlling the shooting aiming direction and the automatic assist control command; Wherein, the aiming adsorption area and the aiming assist area are two areas based on the shooting aiming direction, and the second maximum distance between the boundary point of the aiming assist area and the shooting aiming direction is greater than the first maximum distance between the boundary point of the aiming adsorption area and the shooting aiming direction; The acquisition of automatic assist control commands for moving the firing aiming direction toward the assisted aiming target includes: The automatic assist control command is generated based on the degree of deviation between the assisted aiming target and the firing aiming direction; the control strength of the automatic assist control command is negatively correlated with the degree of deviation.
21. A aiming device for a shooting game, characterized in that, The device provides a graphical user interface (GUI) via a terminal, displaying at least a portion of the game scene, including a main virtual object and other virtual objects, the main virtual object being controlled by the player through the terminal; the device includes: The target determination module is configured to determine the target in the other virtual objects; The first assist processing module is configured to, when the assisted aiming target is located within the first assist area, acquire a first automatic assist control command for moving the shooting aiming direction of the main virtual object toward the assisted aiming target, and control the shooting aiming direction according to the first automatic assist control command, or the player's current manual control command for controlling the shooting aiming direction and the first automatic assist control command; The second assist processing module is configured to, when the assisted aiming target is located outside the first assist area and within the second assist area, when a manual control command that meets preset conditions is detected, acquire a second automatic assist control command for moving the shooting aiming direction toward the assisted aiming target, and control the shooting aiming direction according to the manual control command that meets preset conditions and the second automatic assist control command; Wherein, the first assist region and the second assist region are two regions based on the shooting aiming direction, and the maximum distance between the boundary point of the second assist region and the shooting aiming direction is greater than the maximum distance between the boundary point of the first assist region and the shooting aiming direction; the manual control command that meets the preset conditions includes: a manual control command that reduces the degree of deviation between the assisted aiming target and the shooting aiming direction.
22. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method according to any one of claims 1 to 19.
23. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 19 by executing the executable instructions.