A control method and device of a hook-and-loop apparatus, a computer device and a storage medium
By adjusting the aiming position of the grappling hook to meet the movement conditions of the target virtual character in the game, the problem of limited range was solved, and the success rate of using the grappling hook and the efficiency of player interaction were improved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-05-06
- Publication Date
- 2026-07-28
AI Technical Summary
In the game, the grappling hook has a limited range, which can lead to grappling failures and reduce the success rate of its use.
By detecting whether the aiming position of the grappling hook equipment meets the movement conditions, if not, the aiming position is adjusted according to the relative positional relationship between the aiming direction and the horizontal plane of the line of sight, and the target virtual character is controlled to move after ensuring that the movement conditions are met within the same aiming range.
The number of times the grappling hook missed its target has been reduced, increasing the success rate of its use, and player operation efficiency has been optimized through prompts.
Smart Images

Figure CN117046107B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technology, and more specifically, to a control method, device, computer equipment, and storage medium for a grappling hook device. Background Technology
[0002] Currently, virtual characters move to their destinations in game scenes. Players can control the virtual characters to reach their destinations using movement controls. Virtual characters generally move on the ground while traveling to their destinations, but this method of movement is too slow. Therefore, grappling hook equipment has appeared in games.
[0003] When the grappling hook is used, it launches a rope with a projectile end once the player triggers it. The projectile end then grabs the corresponding location in the game scene. However, the grappling hook has a limited range; locations outside this range cannot be grabbed. Therefore, the grappling hook may fail to grab targets, reducing its success rate. Summary of the Invention
[0004] In view of this, the purpose of this application is to provide a control method, control, computer equipment and storage medium for hook and lock equipment, in order to solve the problem of low success rate of hook and lock equipment in the prior art.
[0005] In a first aspect, embodiments of this application provide a method for controlling a grappling hook device. The game includes a target virtual character controlled by a player, the target virtual character being equipped with a grappling hook device. The control method includes:
[0006] In response to a control operation on the hook lock equipment, detect whether the first aiming position of the hook lock equipment satisfies the movement condition for the target virtual character to move to the first aiming position using the hook lock equipment;
[0007] If the first aiming position of the grappling hook does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook, the aiming position of the grappling hook is adjusted from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located. The second aiming position is the aiming position that meets the movement conditions for the target virtual character to move to the second aiming position using the grappling hook, and the second relative positional relationship is the relative positional relationship between the second aiming direction of the second aiming position and the horizontal plane where the target virtual character's line of sight is located.
[0008] The target virtual character is controlled to move to the second aiming position using the grappling hook equipment.
[0009] Optionally, the control method further includes:
[0010] In response to the first aiming position satisfying the movement condition that the target virtual character moves to the first aiming position using the grappling hook equipment, the system controls the target virtual character to move to the first aiming position using the grappling hook equipment.
[0011] Optionally, the control method further includes:
[0012] Based on the first relative positional relationship between the first aiming position and the horizontal plane where the target virtual character's line of sight is located, if it is determined that there is no second aiming position in the virtual game scene that satisfies the movement conditions of the target virtual character, then the response to the control operation for the grappling hook equipment will stop, and a prompt message indicating that the grappling hook equipment cannot be used will be displayed in the graphical user interface.
[0013] Optionally, the first or second aiming position that satisfies the movement conditions of the target virtual character is a position where the target virtual character can stay, is within the range of the grappling hook equipment, and the virtual object at that position has a non-draggable attribute.
[0014] Optionally, adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes:
[0015] Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming interval where the second aiming direction of the second aiming position is located is determined; wherein, the aiming interval where the second aiming direction is located and the horizontal plane where the line of sight of the target virtual character is located are in the first relative positional relationship; the aiming interval is the range of angles between the aiming angle threshold and the horizontal plane where the line of sight of the target virtual character is located.
[0016] Within the aiming range, a second aiming position is determined that satisfies the movement conditions of the target virtual character.
[0017] Optionally, determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes:
[0018] The aiming direction of the hook lock equipment is controlled within the aiming range. It scans from the horizontal plane where the target virtual character's line of sight is located along a direction away from the horizontal plane where the target virtual character's line of sight is located, and determines the first position within the aiming range that meets the movement conditions of the target virtual character as the second aiming position.
[0019] Optionally, determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes:
[0020] Within the aiming range, the furthest position that the target virtual character can reach using the grappling hook is determined, and the furthest position is determined as the second aiming position.
[0021] Optionally, based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, the aiming range of the second aiming direction is determined, including:
[0022] If the first aiming direction of the first aiming position overlaps with the horizontal plane where the target virtual character's line of sight is located, then an aiming direction adjustment prompt message is displayed on the graphical user interface, responding to the aiming direction adjustment operation for the grappling hook equipment, determining the operation direction corresponding to the adjustment operation, and determining the aiming range based on the horizontal plane where the target virtual character's line of sight is located and the operation direction corresponding to the adjustment operation.
[0023] Optionally, the current position of the target virtual character is located in the air of the game scene; adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position according to the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes:
[0024] Based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative position relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, and the aiming position of the grappling hook equipment is adjusted from the first aiming position to the second aiming position.
[0025] Optionally, based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, including:
[0026] Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming range in which the second aiming direction of the second aiming position is located is determined;
[0027] If the relative movement direction of the target virtual character with respect to the terrain surface in the virtual game scene is upward, then from the initial upward position of the target virtual character in the virtual game scene to the highest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0028] If the target virtual character moves downward relative to the terrain surface in the virtual game scene, then from the initial descent position of the target virtual character in the virtual game scene to the lowest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0029] Optionally, controlling the target virtual character to move to the second aiming position using the grappling hook equipment includes:
[0030] When the current position of the target virtual character is in the air in the virtual game scene, determine whether the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction;
[0031] If the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction, then control the target virtual character to move from the current position to the second aiming position using the grappling hook equipment;
[0032] If the aiming direction between the current position of the target virtual character and the second aiming position is inconsistent with the second aiming direction, then the target virtual character is not controlled to move to the second aiming position using the grappling hook equipment.
[0033] Optionally, the response to the control operation of the grappling hook device, determining the first aiming position of the grappling hook device, includes:
[0034] In response to a control operation on the hook lock device, an auxiliary circle of the hook lock device is displayed in the graphical user interface; the auxiliary circle is used to assist in determining the aiming position of the hook lock device.
[0035] The position within the auxiliary circle in the virtual game scene that meets the movement conditions of the target virtual character is determined as the first aiming position.
[0036] Optionally, if the first aiming position satisfies the movement conditions of the target virtual character, and the auxiliary circle includes multiple positions that satisfy the movement conditions of the target virtual character, then determining the first aiming position includes the following steps:
[0037] Among the multiple positions within the auxiliary circle that satisfy the movement conditions of the target virtual character, the position in the virtual game scene closest to the crosshair marker of the auxiliary circle is determined as the first aiming position.
[0038] Secondly, embodiments of this application provide a control device for grappling hook equipment. The game includes a target virtual character controlled by a player, the target virtual character being equipped with grappling hook equipment. The control device includes:
[0039] The detection module is used to respond to control operations on the hook lock equipment and detect whether the first aiming position of the hook lock equipment meets the movement conditions for the target virtual character to move to the first aiming position using the hook lock equipment.
[0040] An adjustment module is used to respond to situations where the first aiming position of the grappling hook equipment does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook equipment. Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, the module adjusts the aiming position of the grappling hook equipment from the first aiming position to a second aiming position. The second aiming position is an aiming position that meets the movement conditions for the target virtual character to move to the second aiming position using the grappling hook equipment. The second aiming position and the first aiming position belong to the same aiming interval, which is the angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located.
[0041] The first movement module is used to control the target virtual character to move to the second aiming position using the grappling hook equipment.
[0042] Thirdly, embodiments of this application provide a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the computer program to implement the steps of the above-described control method.
[0043] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the above-described control method.
[0044] The control method for the grappling hook equipment provided in this application embodiment firstly detects whether the first aiming position of the grappling hook equipment satisfies the movement condition for the target virtual character to move to the first aiming position using the grappling hook equipment in response to a control operation on the grappling hook equipment; secondly, if the first aiming position of the grappling hook equipment does not satisfy the movement condition for the target virtual character to move to the first aiming position using the grappling hook equipment, the aiming position of the grappling hook equipment is adjusted from the first aiming position to a second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located. The second aiming position is an aiming position that satisfies the movement condition for the target virtual character to move to the second aiming position using the grappling hook equipment. The second aiming position and the first aiming position belong to the same aiming interval, which is the angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located; finally, the target virtual character is controlled to move to the second aiming position using the grappling hook equipment.
[0045] In some embodiments, when the initial first aiming position of the grappling hook does not meet the movement conditions of the target virtual character, the target virtual character is not controlled to move using the grappling hook. Instead, based on the first relative position of the first aiming position with respect to the horizontal plane where the target virtual character's line of sight is located, a second aiming position that meets the movement conditions of the target virtual character is re-determined, and the target virtual character is controlled to move to the second aiming position. That is, when using the grappling hook, the target virtual character will only be controlled to move towards the second aiming position using the grappling hook if there is a second aiming position in the virtual game scene that meets the movement conditions of the target virtual character. This reduces the chances of the grappling hook missing its target and improves the success rate of using the grappling hook.
[0046] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0047] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0048] Figure 1 A flowchart illustrating a control method for a hook-and-lock device provided in an embodiment of this application;
[0049] Figure 2A schematic diagram of a first graphical user interface provided in an embodiment of this application;
[0050] Figure 3 A schematic diagram of the structure of a control device for a hook lock device provided in an embodiment of this application;
[0051] Figure 4 A schematic diagram of the structure of a computer device provided in an embodiment of this application;
[0052] Figure 5 A schematic diagram of a second graphical user interface provided in an embodiment of this application;
[0053] Figure 6 A schematic diagram illustrating a third graphical user interface provided in an embodiment of this application;
[0054] Figure 7 This is a schematic diagram of a fourth graphical user interface provided in an embodiment of this application. Detailed Implementation
[0055] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.
[0056] In the existing technology, the hook lock equipment is used by adjusting the aiming direction of the hook lock equipment to determine the aiming point. Then, the hook lock equipment is touched to move the launching end of the hook lock equipment toward the aiming point. If the aiming point is within the range of the hook lock equipment, the launching end of the hook lock equipment will capture the position of the aiming point. If the aiming point is outside the range of the hook lock equipment, even if the launching end of the hook lock equipment is fired toward the aiming point, it will not capture the position of the aiming point, or even cause the hook lock equipment to miss, thus reducing the success rate of the hook lock equipment.
[0057] Based on the above-mentioned deficiencies, this application provides a control method for hook lock equipment, such as... Figure 1 As shown, the game includes a target virtual character controlled by a player, the target virtual character being equipped with a grappling hook, and the control method includes the following steps:
[0058] S101, in response to a control operation on the hook lock equipment, detect whether the first aiming position of the hook lock equipment satisfies the movement condition of the target virtual character using the hook lock equipment to move to the first aiming position;
[0059] S102, in response to the first aiming position of the grappling hook not satisfying the movement condition for the target virtual character to move to the first aiming position using the grappling hook, the aiming position of the grappling hook is adjusted from the first aiming position to the second aiming position according to the first relative position relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located. The second aiming position is the aiming position that satisfies the movement condition for the target virtual character to move to the second aiming position using the grappling hook. The second aiming position and the first aiming position belong to the same aiming interval. The aiming interval is the angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located.
[0060] S103, control the target virtual character to move to the second aiming position using the grappling hook equipment.
[0061] The control method for the hook and lock equipment in this embodiment can run on a terminal device or a server. The terminal device can be a local terminal device. When the control method for the hook and lock equipment runs on a server, it can be a cloud gaming application.
[0062] In one optional implementation, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program and the game screen presentation are separate. The storage and execution of the grappling hook control method are completed on the cloud gaming server. The terminal device is used for data reception, transmission, and game screen presentation. For example, the terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device that processes game data is the cloud gaming server in the cloud. During gameplay, the player uses the terminal device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the terminal device via the network, and finally, the terminal device decodes and outputs the game screen.
[0063] In an alternative implementation, the terminal device can be a local terminal device. The local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal device's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes a portion of the virtual game scene, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0064] This application describes a game that includes a virtual game scene and a target virtual character controlled by the player within that scene. Terminal devices or cloud gaming can respond to controls applied to the target virtual character, enabling the character to perform virtual actions within the virtual game scene, such as moving or using skills. The virtual game scene may include any one or more of the following game elements: terrain, rocks, plants, rivers, buildings, virtual objects, game items, etc. Generally, a virtual camera is present in the virtual game scene, and the game screen displayed on the graphical user interface is a portion of the virtual game scene content captured by the virtual camera. For example, in a first-person game, the virtual camera can be positioned above the target virtual character's head (e.g., at eye level). The virtual camera moves with the target virtual character, and its orientation rotates with the target virtual character's rotation. Therefore, the game screen presented on the graphical user interface is a portion of the virtual game scene within a preset area in front of the target virtual character. Similarly, in a third-person game, the virtual camera can be positioned directly above or slightly above and behind the target virtual character. Therefore, the game screen presented on the graphical user interface includes a portion of the virtual game scene, including the target virtual character. If an account with the target virtual character is logged into on a terminal device or cloud gaming platform, then the target virtual character is controlled by the terminal device or cloud gaming platform. A virtual object refers to a dynamic object that can be controlled within a virtual scene. Optionally, this dynamic object can be a virtual character, virtual animal, anime character, etc. The target virtual character is a character controlled by the player through a terminal device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. Optionally, the target virtual character is a virtual character competing in a virtual scene. The second virtual character is a virtual character controlled by another player, which can also be an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. If the second virtual character is a virtual character controlled by another player, then the second virtual character can be a virtual character belonging to the same faction as the target virtual character.
[0065] The grappling hook mentioned in this application is a game item that can be used to grab items, move to a target location, or bind to and launch virtual items. It can also be called a grappling hook, grappling hook equipment, grappling hook item, grappling hook equipment, grappling hook item, etc.
[0066] The control method of the grappling hook equipment in this application embodiment can be applied in real-time combat mode. In real-time combat mode, players control the target virtual character to move in the virtual game scene through real-time commands. During the battle, players can control the target virtual character to fight according to their own ideas.
[0067] S101, in response to a control operation on the hook lock equipment, detect whether the first aiming position of the hook lock equipment satisfies the movement condition for the target virtual character to move to the first aiming position using the hook lock equipment.
[0068] In step S101 above, the control operation is used to control the launching end of the grappling hook equipment to fire when the aiming position of the grappling hook equipment meets the movement conditions of the target virtual character. The grappling hook equipment includes a launching end and a fixed end. The fixed end is the end of the grappling hook equipment that is closer to the target virtual character when the target virtual character uses the grappling hook equipment, and the launching end is the end of the grappling hook equipment that is farther away from the target virtual character when the target virtual character uses the grappling hook equipment. The first aiming position is the position that the target virtual character wants to go to using the grappling hook equipment. The first aiming position can be determined by the player manually selecting it or by automatically calculating it in response to the aiming operation of the grappling hook equipment. The movement conditions that satisfy the target virtual character's movement to the first aiming position using the grappling hook equipment are a position where the target virtual character can stay and is within the range of the grappling hook equipment, and a virtual object containing that position has a non-draggable attribute. Besides assisting the target virtual character in movement, the grappling hook can also help the target virtual character grab and retrieve virtual objects in the virtual game scene. Virtual objects that can be grabbed and retrieved are those that can be dragged by the grappling hook; only draggable virtual objects may be retrieved by the grappling hook. Therefore, virtual objects that can be dragged by the grappling hook in the virtual game scene possess draggable properties. Draggable virtual objects are generally lightweight virtual objects, such as guns, apples, and bulletproof vests.
[0069] In practice, after the target player controls the grappling hook and determines the first aiming position, the first aiming position will be rendered on the graphical user interface for the target virtual character to aim at. The system will also determine whether the target virtual character can stay at the first aiming position, whether it is within the range of the grappling hook, and whether the virtual object containing the first aiming position has the property of being non-draggable. In other words, the system will determine whether the first aiming position meets the movement conditions for the target virtual character to move to the first aiming position using the grappling hook.
[0070] If the first aiming position meets the movement conditions of the target virtual character, the target virtual character will move to the first aiming position using the grappling hook equipment. In other words, the control method further includes:
[0071] Step 104: In response to the first aiming position satisfying the movement condition that the target virtual character moves to the first aiming position using the grappling hook equipment, control the target virtual character to move to the first aiming position using the grappling hook equipment.
[0072] If the first aiming position does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook equipment, step S102 will be executed.
[0073] S102, in response to the first aiming position of the grappling hook not satisfying the movement condition for the target virtual character to move to the first aiming position using the grappling hook, the aiming position of the grappling hook is adjusted from the first aiming position to the second aiming position according to the first relative position relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located. The second aiming position is the aiming position that satisfies the movement condition for the target virtual character to move to the second aiming position using the grappling hook. The second aiming position and the first aiming position belong to the same aiming interval. The aiming interval is the angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located.
[0074] In step S102 above, the first relative position between the first aiming position and the horizontal plane of the target virtual character's line of sight includes the following three types: above the horizontal plane of the target virtual character's line of sight, below the horizontal plane of the target virtual character's line of sight, and overlapping with the horizontal plane of the target virtual character's line of sight. The method for determining the second aiming position differs depending on the relative direction between the first aiming position and the horizontal plane of the target virtual character's line of sight. The second aiming position satisfies the movement conditions of the target virtual character; that is, the second aiming position satisfies the movement conditions for the target virtual character to move to the second aiming position using the grappling hook equipment. The second aiming position allows the target virtual character to remain at that position. The second aiming position is also within the range of the grappling hook equipment, and the virtual object containing the second aiming position has an immovable property. The aiming interval is the range of angles between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located. The aiming angle threshold is predetermined and is the maximum aiming angle of the grappling hook equipment in the longitudinal coordinate system. The aiming angle threshold includes any one of the following thresholds: one is an aiming angle threshold located above the horizontal plane where the target virtual character's line of sight is located, and the other is an aiming angle threshold located below the horizontal plane where the target virtual character's line of sight is located. The range of angles between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located constitutes the aiming interval. The second aiming position belongs to the same aiming interval as the first aiming position, indicating that the first aiming position and the horizontal plane where the target virtual character's line of sight are located have a first relative positional relationship, and the second aiming position and the horizontal plane where the target virtual character's line of sight are located have the same second relative positional relationship. The second relative positional relationship includes the following three types: located above the horizontal plane where the target virtual character's line of sight is located, located below the horizontal plane where the target virtual character's line of sight is located, and overlapping with the horizontal plane where the target virtual character's line of sight is located.
[0075] After determining the second aiming position, step 103 can be executed, which is to control the target virtual character to move to the second aiming position using the grappling hook equipment.
[0076] In the embodiments provided in this application, when the initial first aiming position of the grappling hook does not meet the movement conditions of the target virtual character, the target virtual character will not be controlled to move using the grappling hook. Instead, based on the first relative position of the first aiming position with respect to the horizontal plane where the target virtual character's line of sight is located, a second aiming position that meets the movement conditions of the target virtual character is re-determined, and the target virtual character is controlled to move to the second aiming position. That is, when using the grappling hook, the target virtual character will only be controlled to move towards the second aiming position using the grappling hook if there is a second aiming position in the virtual game scene that meets the movement conditions of the target virtual character. This reduces the chances of the grappling hook missing its target and improves the success rate of using the grappling hook.
[0077] Of course, if the initial aiming position does not meet the movement conditions of the target virtual character, a second aiming position needs to be determined. However, the second aiming position may not be determined during the re-determination process. Moreover, the launching end of the grappling hook is consumed as soon as it is launched. Therefore, the control method also includes:
[0078] Step 105: Based on the first relative positional relationship between the first aiming position and the horizontal plane where the target virtual character's line of sight is located, if it is determined that there is no second aiming position in the virtual game scene that satisfies the movement conditions of the target virtual character, then stop responding to the control operation for the grappling hook equipment and display a prompt message that the grappling hook equipment cannot be used in the graphical user interface.
[0079] In step 105 above, the grappling hook cannot use the information in the prompt message to indicate that the grappling hook cannot determine a position in the virtual game scene that meets the movement conditions for the target virtual character to move using the grappling hook.
[0080] In practice, if no second aiming position is found that satisfies the movement conditions of the target virtual character during the process of determining the second aiming position, the control operation for the grappling hook is stopped, the release of the grappling hook is canceled, and a message indicating that the grappling hook is unusable is displayed in the graphical user interface. This informs the player that the current grappling hook cannot move the target virtual character within the virtual game scene, and the grappling hook is not consumed, reducing the chance of the grappling hook missing its target and thus reducing the ineffective consumption of the grappling hook. Furthermore, the message allows the player to quickly adjust their aiming direction and find the next aiming position, improving the success rate of using the grappling hook and enhancing player interaction efficiency.
[0081] The method for determining the second aiming position, namely step S102, is described in detail below, including:
[0082] Step 1021: Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, determine the aiming interval where the second aiming direction of the second aiming position is located; wherein, the aiming interval where the second aiming direction is located and the horizontal plane where the line of sight of the target virtual character is located are in the first relative positional relationship; the aiming interval is the angle range between the aiming angle threshold and the horizontal plane where the line of sight of the target virtual character is located.
[0083] Step 1022: Within the aiming range, determine a second aiming position that satisfies the movement conditions of the target virtual character.
[0084] In step 1021 above, the first relative position of the first aiming position relative to the horizontal plane where the line of sight of the target virtual character is located is determined according to the longitudinal coordinate of the first aiming position. The first relative position relationship includes being above the horizontal plane where the line of sight of the target virtual character is located, being below the horizontal plane where the line of sight of the target virtual character is located, and overlapping with the horizontal plane where the line of sight of the target virtual character is located.
[0085] The aiming angle threshold is predefined and represents the maximum aiming angle of the grappling hook equipment in the longitudinal coordinate system. The aiming angle threshold includes either one of the following thresholds: one is the aiming angle threshold above the horizontal plane where the target virtual character's line of sight is located, and the other is the aiming angle threshold below the horizontal plane where the target virtual character's line of sight is located. For example, ... Figure 2 As shown, the aiming angles include +75° and -75°, where +75° represents the aiming angle threshold above the horizontal plane where the target virtual character's line of sight is located, and -75° represents the aiming angle threshold below the horizontal plane where the target virtual character's line of sight is located. The aiming angle thresholds above and below the horizontal plane where the target virtual character's line of sight are located can be the same or different. The angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located constitutes the aiming interval. The aiming angle threshold above the horizontal plane where the target virtual character's line of sight is located and the horizontal plane where the target virtual character's line of sight are located constitute the aiming interval above the horizontal plane where the target virtual character's line of sight is located. The aiming angle threshold below the horizontal plane where the target virtual character's line of sight is located and the horizontal plane where the target virtual character's line of sight are located constitute the aiming interval below the horizontal plane where the target virtual character's line of sight is located.
[0086] In practice, if the first relative position is below the horizontal plane of the target virtual character's line of sight, the aiming range is the angle range between the horizontal plane of the target virtual character's line of sight and the aiming angle threshold representing being below the horizontal plane of the target virtual character's line of sight; if the first relative position is above the horizontal plane of the target virtual character's line of sight, the aiming range is the angle range between the horizontal plane of the target virtual character's line of sight and the aiming angle threshold representing being above the horizontal plane of the target virtual character's line of sight. If the first aiming position overlaps with the horizontal plane of the target virtual character's line of sight, the aiming range needs to be redefined based on the player's adjustment of the grappling hook's aiming direction.
[0087] The specific steps for re-determining the aiming range based on the player's adjustment of the grappling hook aiming direction include:
[0088] Step 10211: If the first aiming direction of the first aiming position overlaps with the horizontal plane where the line of sight of the target virtual character is located, then display the aiming direction adjustment prompt information in the graphical user interface, respond to the aiming direction adjustment operation for the hook lock equipment, determine the operation direction corresponding to the adjustment operation, and determine the aiming range based on the horizontal plane where the line of sight of the target virtual character is located and the operation direction of the adjustment operation.
[0089] In step 10211 above, if the aiming angle corresponding to the first aiming position overlaps with the horizontal plane where the target virtual character's line of sight is located, it means that the angle range between the aiming angle corresponding to the first aiming position and the horizontal plane where the target virtual character's line of sight is located is 0. This means that there is no aiming range under the current circumstances. In order to improve the efficiency of the grappling hook equipment, it is necessary to quickly determine a second aiming position that meets the movement conditions of the target virtual character. Therefore, the aiming range can be re-determined by the player's adjustment of the aiming direction of the grappling hook equipment.
[0090] Specifically, if a player adjusts the aiming direction of the grappling hook equipment in any of the following ways: adjusting the aiming direction upwards or downwards, then the adjustment operation can be performed in either the upward or downward direction.
[0091] If the aiming direction adjustment operation for the grappling hook is upward, the aiming range is the angle range between the horizontal plane where the target virtual character's line of sight is located and the aiming angle threshold representing the area above the horizontal plane where the target virtual character's line of sight is located; if the aiming direction adjustment operation for the grappling hook is downward, the aiming range is the angle range between the horizontal plane where the target virtual character's line of sight is located and the aiming angle threshold representing the area below the horizontal plane where the target virtual character's line of sight is located.
[0092] Of course, the game doesn't wait indefinitely for players to adjust the aiming direction of the grappling hook. There's a time limit for adjustments. If the player doesn't adjust the aiming direction of the grappling hook in the graphical user interface within a preset time period, it means the player doesn't want to adjust their movement direction. Even if they adjust the aiming direction and find a position that meets the movement conditions of the target virtual character, it's not the position the player needs. Therefore, the player doesn't need to adjust the aiming direction, stops responding to the control operation of the grappling hook, cancels the release of the grappling hook, and displays a message in the graphical user interface that the grappling hook is unusable.
[0093] In step 1022 above, if there is a position within the aiming range that meets the movement conditions of the target virtual character, then that position is determined as the second aiming position. If there is no position within the aiming range that meets the movement conditions of the target virtual character, the control operation of the hook lock equipment is stopped, the release of the hook lock equipment is canceled, and a prompt message indicating that the hook lock equipment cannot be used is displayed in the graphical user interface.
[0094] Of course, within an aiming range, there may be multiple locations that satisfy the movement conditions of the target virtual character. However, the target virtual character only has one grappling hook, so the target virtual character can only go to one location that satisfies the movement conditions of the target virtual character, which is the second aiming position. The specific method for determining the second aiming position, step 1021, includes:
[0095] Step 10211: Control the aiming direction of the hook lock equipment within the aiming range, scan from the horizontal plane where the target virtual character's line of sight is located along a direction away from the horizontal plane where the target virtual character's line of sight is located, and determine the first position within the aiming range that meets the movement conditions of the target virtual character as the second aiming position.
[0096] In step 10211 above, based on the aiming direction of the grappling hook equipment, the aiming interval is scanned from the horizontal plane where the target virtual character's line of sight is located towards a direction away from the horizontal plane at a preset scanning interval. When the first position that satisfies the movement conditions of the target virtual character exists in the aiming direction, this position is the fastest-found aiming position. This aiming position is designated as the second aiming position, which quickly triggers the release of the grappling hook equipment, allowing the target virtual character to move towards the second aiming position immediately. This ensures successful use of the grappling hook equipment while increasing its usage speed. The preset scanning interval can be set manually, for example, 1°.
[0097] Of course, in addition to the methods for determining the aiming range described above, this application also includes the following methods for determining the location of the aiming range:
[0098] Step 1023: Determine the aiming range based on the first aiming direction corresponding to the first aiming position and the aiming angle threshold that matches the first relative position relationship.
[0099] In step 1023 above, if the first relative position is below the horizontal plane where the target virtual character's line of sight is located, then the aiming interval is the range of angles between the first aiming direction corresponding to the first aiming position and the aiming angle threshold representing being below the horizontal plane where the target virtual character's line of sight is located; if the first relative position is above the horizontal plane where the target virtual character's line of sight is located, then the aiming interval is the range of angles between the first aiming direction corresponding to the first aiming position and the aiming angle threshold representing being above the horizontal plane where the target virtual character's line of sight is located. If the first aiming position overlaps with the horizontal plane where the target virtual character's line of sight is located, then the aiming interval needs to be determined based on the player's adjustment of the grappling hook's aiming direction. The specific steps for redetermining the aiming interval based on the player's adjustment of the grappling hook's aiming direction can be found in step 10221 above.
[0100] The aiming range determined by step 1023 is smaller than the aiming range determined by step 1021, which reduces the probability of determining a second aiming position that meets the movement conditions of the target virtual character.
[0101] Besides using a step-by-step scanning method to determine the second aiming position within the aiming range, the second aiming position can also be determined in the following ways:
[0102] Step 10212: Within the aiming range, determine the farthest position that the target virtual character can reach using the grappling hook equipment, and determine the farthest position as the second aiming position.
[0103] In step 10212 above, firstly, all candidate positions that meet the movement conditions of the target virtual character are determined within the area covered by the aiming range. Then, the position furthest from the target virtual character's current position and reachable by the target virtual character using the grappling hook is selected from all candidate positions. That is, the furthest position reachable by the target virtual character using the grappling hook is determined as the second aiming position. Determining the furthest reachable by the target virtual character as the second aiming position allows the target virtual character to move further. If being pursued by an enemy, this method of determining the second aiming position facilitates the target virtual character's escape, improving the target virtual character's movement efficiency.
[0104] Generally, the target virtual character uses a grappling hook to move across the terrain surface. However, the target virtual character also has some skills that allow it to move in the air without the aid of items, such as jumping (which is divided into two phases: the target virtual character moving upwards relative to the terrain surface and the target virtual character moving downwards relative to the terrain surface). If the grappling hook is used during the jump, the player will want to control the target virtual character to reach different positions depending on the aiming direction. Therefore, step S102 includes:
[0105] Step 1024: Based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative position relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, determine a second aiming position that satisfies the movement conditions of the target virtual character, and adjust the aiming position of the grappling hook equipment from the first aiming position to the second aiming position.
[0106] In step 1024 above, the terrain surface refers to the surface formed by the locations where the target can virtually stand in the virtual game scene. The relative movement direction with respect to the terrain surface includes moving upwards and moving downwards relative to the terrain surface.
[0107] In practice, the different relative movement directions of the target virtual character relative to the terrain surface in the virtual game scene, and the different first relative positional relationships between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, may represent the target player's different intentions regarding the control of the grappling hook equipment. For example, if the target virtual character moves upward relative to the terrain surface in the virtual game scene, and the first aiming position is above the horizontal plane where the target virtual character's line of sight is located, it indicates that the target virtual character wants to move upward, so the highest position within the aiming range that satisfies the target virtual character's movement condition can be determined as the second aiming position; if the target virtual character moves upward relative to the terrain surface in the virtual game scene, and the first aiming position is below the horizontal plane where the target virtual character's line of sight is located, it indicates that the target virtual character wants to move to the farthest position, so the farthest position within the aiming range that satisfies the target virtual character's movement condition can be determined as the second aiming position. If the target virtual character moves downwards relative to the terrain surface in the virtual game scene, and the first aiming position is above the horizontal plane where the target virtual character's line of sight is located, it indicates that the target virtual character wants to move upwards. Therefore, the highest position within the aiming range that satisfies the target virtual character's movement condition can be determined as the second aiming position. If the target virtual character moves downwards relative to the terrain surface in the virtual game scene, and the first aiming position is below the horizontal plane where the target virtual character's line of sight is located, it indicates that the target virtual character wants to move to the farthest position. Therefore, the farthest position within the aiming range that satisfies the target virtual character's movement condition can be determined as the second aiming position. For example, such as... Figure 5 As shown, the target virtual character moves downward relative to the terrain surface in the virtual game scene, and the first aiming position a is located below the horizontal plane where the target virtual character's line of sight is located. This indicates that the target virtual character wants to move to the farthest position. Therefore, the position that satisfies the target virtual character's movement conditions within the aiming range and is farthest from the target virtual character can be determined as the second aiming position b (the position on the rock).
[0108] This application provides a more specific method for determining a second aiming position during the jumping process of a target virtual character, step 1024 including:
[0109] Step 10241: Determine the aiming range of the second aiming direction of the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located;
[0110] Step 10242: If the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene is upward, then from the initial upward position of the target virtual character in the virtual game scene to the highest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0111] Step 10243: If the relative movement direction of the target virtual character with respect to the terrain surface in the virtual game scene is downward, then from the initial descent position of the target virtual character in the virtual game scene to the lowest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0112] The specific steps for determining the aiming range in step 10241 above can be found in step 1021 above.
[0113] In step 10242 above, if the target virtual character's relative movement direction with respect to the terrain surface in the virtual game scene is upward, it means that the target virtual character is moving upward along the ground in the virtual game scene. Since the virtual game scene simulates a real-world environment, there are also gravity factors in the virtual game scene. As the target virtual character moves upward, its movement speed will gradually decrease until it reaches 0. When the speed is 0, the target character will be at its highest upward position. The initial upward position is the position where the target virtual character initially moves upward relative to the terrain surface in the virtual game scene.
[0114] In specific implementation, if the target virtual character's relative movement direction with respect to the terrain surface in the virtual game scene is upward, during the process of the target virtual character moving from its initial upward position in the virtual game scene to the highest position it can reach, the target virtual character's aiming range will re-cover an area for each position it moves. Therefore, during the entire movement process, the area covered by the aiming range will form a large first position selection area for determining the second aiming position, such as... Figure 6 As shown, the area pointed to by the double-headed arrows is the first position selection area. A second aiming position that satisfies the movement conditions of the target virtual character is determined within the first position selection area.
[0115] Specifically, determining a second aiming position within the first position selection area that satisfies the movement conditions of the target virtual character includes:
[0116] Step 102421: During the process of the target virtual character moving from the initial upward position to the highest position, the first candidate position within the first position selection area that satisfies the target virtual character's ability to reach using the grappling hook equipment is determined as the second aiming position;
[0117] Step 102422, or, determine the farthest position that the target virtual character can reach using the grappling hook equipment within the first position selection area during the process of moving from the initial upward position to the highest position, and determine the farthest position as the second aiming position;
[0118] Step 102423, or, determining the highest position that the target virtual character can reach using the grappling hook equipment within the first position selection area during the process of moving from the initial upward position to the highest position, and determining the farthest position as the second aiming position.
[0119] In steps 102421-102423 above, if the first candidate position within the first position selection area that satisfies the target virtual character's ability to reach using the grappling hook is determined as the second aiming position, the target virtual character can quickly find the aiming position during its jump ascent. Determining this aiming position as the second aiming position will quickly trigger the release of the grappling hook, allowing the target virtual character to move towards the second aiming position immediately. This increases the speed of grappling hook usage while ensuring successful use. If the furthest position within the first position selection area that satisfies the target virtual character's ability to reach using the grappling hook is determined as the second aiming position, the target virtual character can move even further. In the event of being chased by an enemy, this method of determining the second aiming position facilitates the target virtual character's escape, improving its movement efficiency. If the highest position within the first position selection area that satisfies the target virtual character's ability to reach using the grappling hook is determined as the second aiming position, the target virtual character can move even higher. In the event of being chased by an enemy, this method of determining the second aiming position facilitates the target virtual character's escape, improving its movement efficiency.
[0120] In step 10243 above, if the target virtual character's relative movement direction with respect to the terrain surface in the virtual game scene is downward, it means that the target virtual character is moving from the air to the ground in the virtual game scene. The target virtual character reaches its lowest point when it touches the terrain surface, which is the position the target virtual character reaches when it ends its downward movement. The initial downward position is the position where the target virtual character first moves downward relative to the terrain surface in the virtual game scene.
[0121] In specific implementation, if the target virtual character's relative movement direction with respect to the terrain surface in the virtual game scene is downward, during the process of the target virtual character moving from its initial downward position to the lowest position it can reach in the virtual game scene, each time the target virtual character moves a position, its aiming range will re-cover an area. Therefore, during the entire movement process, the area covered by the aiming range will form a large second position selection area for determining the second aiming position, such as... Figure 7 As shown, the area pointed to by the double-headed arrows is the second position selection area. Within the second position selection area, a second aiming position is determined that satisfies the movement conditions of the target virtual character.
[0122] Specifically, determining a second aiming position within the second position selection area that satisfies the movement conditions of the target virtual character includes:
[0123] Step 102431: During the process of determining the target virtual character's initial descent position in the virtual game scene to the lowest position that the target virtual character can move to, the first candidate position within the second position selection area that satisfies the target virtual character's ability to reach using the grappling hook equipment is determined as the second aiming position;
[0124] Step 102432, or, during the process of determining the target virtual character's initial descent position in the virtual game scene to the lowest position that the target virtual character can move to, the farthest position that the target virtual character can reach using the grappling hook equipment within the second position selection area is determined as the second aiming position.
[0125] In steps 102421-102422 above, if the first candidate position within the second position selection area that satisfies the target virtual character's ability to reach using the grappling hook is determined as the second aiming position, the target virtual character can quickly find the aiming position during the jump descent. Determining this aiming position as the second aiming position will quickly trigger the release of the grappling hook, allowing the target virtual character to move towards the second aiming position immediately. This increases the speed of grappling hook usage while ensuring successful use. If the furthest position within the first position selection area that satisfies the target virtual character's ability to reach using the grappling hook is determined as the second aiming position, the target virtual character can move even further. In the event of being chased by an enemy, the second aiming position determined in this way facilitates the target virtual character's escape, improving the target virtual character's movement efficiency.
[0126] When the grappling hook is touched during the target virtual character's jump, whether during ascent or descent, a second aiming position can be determined using the first and / or second position selection areas. However, during the target virtual character's movement, there may be instances where the distance between the target virtual character's current position and the second aiming position exceeds the grappling hook's range, and the aiming direction from the target virtual character's current position to the second aiming position is inconsistent with the second aiming direction determined using the first and / or second position selection areas. In such cases, releasing the grappling hook at this time may result in its failure. Therefore, when using the grappling hook during the target virtual character's jump, a successful use determination is required, which is step 1024, including:
[0127] Step 10243: When the current position of the target virtual character is in the air of the virtual game scene, determine whether the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction;
[0128] Step 10244: If the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction, then control the target virtual character to move from the current position to the second aiming position using the grappling hook equipment;
[0129] Step 10245: If the aiming direction between the current position of the target virtual character and the second aiming position is inconsistent with the second aiming direction, then the target virtual character is not controlled to move to the second aiming position using the grappling hook equipment.
[0130] In steps 10243-10245 above, during the target virtual character's jump, the target virtual character's current position is in the air within the virtual game scene, meaning it hasn't touched the terrain surface. If the aiming direction from the target virtual character's current position to the second aiming position is inconsistent with the determined second aiming direction of the second aiming position, releasing the grappling hook at this time may result in its failure. Only when the aiming direction from the target virtual character's current position to the second aiming position is consistent with the determined second aiming direction of the second aiming position can the grappling hook be released accurately, allowing the target player to be moved to the second aiming position. During the target virtual character's jump, there may be a certain time interval between responding to the control operation on the grappling hook and the release of the grappling hook, which can be detected by the target player during the game. This delayed release of the grappling hook allows it to more accurately grasp the second aiming position, increasing its success rate.
[0131] Because there is a delay in releasing the grappling hook during the target virtual character's jump, if the target player touches other skill controls during this delayed release, the game scene will respond to the touch operation of those other skill controls, and the corresponding game animations will be displayed in the game scene.
[0132] If the grappling hook equipment has only one aiming direction in the virtual game scene, the probability of aligning with the virtual object using that aiming direction is very small. Therefore, to increase aiming accuracy, step S101 includes:
[0133] Step 1011: In response to a control operation on the hook lock device, display an auxiliary circle of the hook lock device in the graphical user interface; the auxiliary circle is used to assist in determining the aiming position of the hook lock device.
[0134] Step 1012: Determine the position in the virtual game scene that meets the movement conditions of the target virtual character within the auxiliary circle as the first aiming position.
[0135] In steps 1011 and 1012 above, the auxiliary circle is used to help determine the aiming position of the grappling hook equipment. When the player performs control operations on the grappling hook equipment, an auxiliary circle will be displayed in the graphical user interface. The center of the auxiliary circle is the crosshair marker corresponding to the aiming direction of the grappling hook equipment. If the alignment position of the crosshair marker of the grappling hook equipment does not meet the first aiming position that satisfies the movement conditions of the target virtual character, then the position within the auxiliary circle that meets the movement conditions of the target virtual character is determined as the first aiming position. The crosshair marker can include any of the following icons: dot icon, triangle icon, asterisk icon, cross icon, etc.
[0136] However, there may be many locations within the auxiliary circle that meet the movement conditions of the target virtual character, and the target virtual character can only travel to one location using a grappling hook. Therefore, it is necessary to determine one location from among the multiple locations within the auxiliary circle that meet the movement conditions of the target virtual character as the first aiming position. In other words, determining the first aiming position includes the following steps:
[0137] Step 10121: Among the multiple positions within the auxiliary circle that satisfy the movement conditions of the target virtual character, the position in the virtual game scene closest to the crosshair marker of the auxiliary circle is determined as the first aiming position.
[0138] In step 10121 above, in order to better meet the needs of players, the position closest to the crosshair of the auxiliary circle will be determined as the first aiming position. Of course, if there are multiple positions closest to the crosshair of the auxiliary circle, any one of them will be determined as the first aiming position.
[0139] This application also provides a control device for hook lock equipment, such as Figure 3 As shown, the game includes a target virtual character controlled by the player, the target virtual character being equipped with a grappling hook, and the control device including:
[0140] Detection module 301 is used to respond to control operations on the hook lock equipment and detect whether the first aiming position of the hook lock equipment meets the movement conditions for the target virtual character to move to the first aiming position using the hook lock equipment.
[0141] The adjustment module 302 is used to respond to situations where the first aiming position of the grappling hook equipment does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook equipment. Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, the aiming position of the grappling hook equipment is adjusted from the first aiming position to a second aiming position. The second aiming position is an aiming position that meets the movement conditions for the target virtual character to move to the second aiming position using the grappling hook equipment. The second aiming position and the first aiming position belong to the same aiming interval. The aiming interval is the angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located.
[0142] The first moving module 303 is used to control the target virtual character to move to the second aiming position using the grappling hook equipment.
[0143] Optionally, the control device further includes:
[0144] The second movement module is used to respond to the first aiming position satisfying the movement condition that the target virtual character moves to the first aiming position using the grappling hook equipment, and control the target virtual character to move to the first aiming position using the grappling hook equipment.
[0145] Optionally, the control device further includes:
[0146] The cancellation module is used to determine, based on the first relative positional relationship between the first aiming position and the horizontal plane where the target virtual character's line of sight is located, that there is no second aiming position in the virtual game scene that satisfies the movement conditions of the target virtual character, then stop responding to the control operation for the grappling hook equipment, and display a prompt message in the graphical user interface that the grappling hook equipment cannot be used.
[0147] Optionally, the first or second aiming position that satisfies the movement conditions of the target virtual character is a position where the target virtual character can stay, is within the range of the grappling hook equipment, and the virtual object at that position has a non-draggable attribute.
[0148] Optionally, the adjustment module includes:
[0149] The first determining unit is configured to determine the aiming interval of the second aiming direction of the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located; wherein, the aiming interval where the second aiming direction is located and the horizontal plane where the line of sight of the target virtual character is located are in the first relative positional relationship; the aiming interval is the angle range between the aiming angle threshold and the horizontal plane where the line of sight of the target virtual character is located.
[0150] The second determining unit is used to determine a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character.
[0151] Optionally, the second determining unit includes:
[0152] The scanning subunit is used to control the aiming direction of the hook lock equipment within the aiming range, scanning from the horizontal plane where the target virtual character's line of sight is located along a direction away from the horizontal plane where the target virtual character's line of sight is located, and determining the first position within the aiming range that meets the movement conditions of the target virtual character as the second aiming position.
[0153] Optionally, the second determining unit includes:
[0154] The first determining subunit is used to determine, within the aiming range, the farthest position that the target virtual character can reach using the grappling hook equipment, and to determine the farthest position as the second aiming position.
[0155] Optionally, the first determining unit includes:
[0156] The adjustment subunit is configured to display an aiming direction adjustment prompt in the graphical user interface if the first aiming direction of the first aiming position overlaps with the horizontal plane where the line of sight of the target virtual character is located, respond to the aiming direction adjustment operation for the hook lock equipment, determine the operation direction corresponding to the adjustment operation, and determine the aiming range based on the horizontal plane where the line of sight of the target virtual character is located and the operation direction corresponding to the adjustment operation.
[0157] Optionally, the adjustment module includes:
[0158] The fourth determining unit is used to determine a second aiming position that satisfies the movement conditions of the target virtual character based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first aiming direction of the first aiming position and the first relative position relationship between the horizontal plane where the target virtual character's line of sight is located, and to adjust the aiming position of the grappling hook equipment from the first aiming position to the second aiming position.
[0159] Optionally, the fourth determining unit includes:
[0160] The second determining subunit is used to determine the aiming range of the second aiming direction of the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located;
[0161] The third determining subunit is used to determine a second aiming position that satisfies the movement conditions of the target virtual character if the relative movement direction of the target virtual character with respect to the terrain surface in the virtual game scene is upward, from the initial upward position of the target virtual character in the virtual game scene to the highest position that the target virtual character can move to, based on the coverage area of the aiming interval at each position of the target virtual character.
[0162] The fourth determining subunit is used to determine a second aiming position that satisfies the movement conditions of the target virtual character if the relative movement direction of the target virtual character with respect to the terrain surface in the virtual game scene is downward, from the initial descent position of the target virtual character in the virtual game scene to the lowest position that the target virtual character can move to, based on the coverage area of the aiming interval at each position of the target virtual character.
[0163] Optionally, the fourth determining unit includes:
[0164] The delay judgment unit is used to determine whether the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction when the current position of the target virtual character is in the air of the virtual game scene; if the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction, then the target virtual character is controlled to move from the current position to the second aiming position using the grappling hook equipment; if the aiming direction between the current position of the target virtual character and the second aiming position is inconsistent with the second aiming direction, then the target virtual character is not controlled to move to the second aiming position using the grappling hook equipment.
[0165] Optionally, the second moving module includes:
[0166] The display unit is used to respond to control operations on the hook lock equipment and display an auxiliary circle of the hook lock equipment in a graphical user interface; the auxiliary circle is used to assist in determining the aiming position of the hook lock equipment.
[0167] The fifth determining unit is used to determine the position in the virtual game scene that meets the movement conditions of the target virtual character within the auxiliary circle as the first aiming position.
[0168] Optionally, the fifth determining unit includes:
[0169] The determining subunit is used to determine the position in the virtual game scene closest to the crosshair marker of the auxiliary circle among multiple positions within the auxiliary circle that meet the movement conditions of the target virtual character, as the first aiming position.
[0170] Corresponding to Figure 1 In this application embodiment, a computer device 400 is also provided for controlling the hook lock equipment. Figure 4 As shown, the device includes a memory 401, a processor 402, and a computer program stored in the memory 401 and executable on the processor 402. When the processor 402 executes the computer program, it implements a control method for the hook-lock equipment. The control method includes:
[0171] In response to a control operation on the hook lock equipment, detect whether the first aiming position of the hook lock equipment satisfies the movement condition for the target virtual character to move to the first aiming position using the hook lock equipment;
[0172] If the first aiming position of the grappling hook does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook, the aiming position of the grappling hook is adjusted from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located. The second aiming position is the aiming position that meets the movement conditions for the target virtual character to move to the second aiming position using the grappling hook, and the second relative positional relationship is the relative positional relationship between the second aiming direction of the second aiming position and the horizontal plane where the target virtual character's line of sight is located.
[0173] The target virtual character is controlled to move to the second aiming position using the grappling hook equipment.
[0174] Optionally, the control method further includes:
[0175] In response to the first aiming position satisfying the movement condition that the target virtual character moves to the first aiming position using the grappling hook equipment, the system controls the target virtual character to move to the first aiming position using the grappling hook equipment.
[0176] Optionally, the control method further includes:
[0177] Based on the first relative positional relationship between the first aiming position and the horizontal plane where the target virtual character's line of sight is located, if it is determined that there is no second aiming position in the virtual game scene that satisfies the movement conditions of the target virtual character, then the response to the control operation for the grappling hook equipment will stop, and a prompt message indicating that the grappling hook equipment cannot be used will be displayed in the graphical user interface.
[0178] Optionally, the first or second aiming position that satisfies the movement conditions of the target virtual character is a position where the target virtual character can stay, is within the range of the grappling hook equipment, and the virtual object at that position has a non-draggable attribute.
[0179] Optionally, adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes:
[0180] Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming interval where the second aiming direction of the second aiming position is located is determined; wherein, the aiming interval where the second aiming direction is located and the horizontal plane where the line of sight of the target virtual character is located are in the first relative positional relationship; the aiming interval is the range of angles between the aiming angle threshold and the horizontal plane where the line of sight of the target virtual character is located.
[0181] Within the aiming range, a second aiming position is determined that satisfies the movement conditions of the target virtual character.
[0182] Optionally, determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes:
[0183] The aiming direction of the hook lock equipment is controlled within the aiming range. It scans from the horizontal plane where the target virtual character's line of sight is located along a direction away from the horizontal plane where the target virtual character's line of sight is located, and determines the first position within the aiming range that meets the movement conditions of the target virtual character as the second aiming position.
[0184] Optionally, determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes:
[0185] Within the aiming range, the furthest position that the target virtual character can reach using the grappling hook is determined, and the furthest position is determined as the second aiming position.
[0186] Optionally, based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, the aiming range of the second aiming direction is determined, including:
[0187] If the first aiming direction of the first aiming position overlaps with the horizontal plane where the target virtual character's line of sight is located, then an aiming direction adjustment prompt message is displayed on the graphical user interface, responding to the aiming direction adjustment operation for the grappling hook equipment, determining the operation direction corresponding to the adjustment operation, and determining the aiming range based on the horizontal plane where the target virtual character's line of sight is located and the operation direction corresponding to the adjustment operation.
[0188] Optionally, the current position of the target virtual character is located in the air of the game scene; adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position according to the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes:
[0189] Based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative position relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, and the aiming position of the grappling hook equipment is adjusted from the first aiming position to the second aiming position.
[0190] Optionally, based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, including:
[0191] Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming range in which the second aiming direction of the second aiming position is located is determined;
[0192] If the relative movement direction of the target virtual character with respect to the terrain surface in the virtual game scene is upward, then from the initial upward position of the target virtual character in the virtual game scene to the highest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0193] If the target virtual character moves downward relative to the terrain surface in the virtual game scene, then from the initial descent position of the target virtual character in the virtual game scene to the lowest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0194] Optionally, controlling the target virtual character to move to the second aiming position using the grappling hook equipment includes:
[0195] When the current position of the target virtual character is in the air in the virtual game scene, determine whether the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction;
[0196] If the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction, then control the target virtual character to move from the current position to the second aiming position using the grappling hook equipment;
[0197] If the aiming direction between the current position of the target virtual character and the second aiming position is inconsistent with the second aiming direction, then the target virtual character is not controlled to move to the second aiming position using the grappling hook equipment.
[0198] Optionally, the response to the control operation of the grappling hook device, determining the first aiming position of the grappling hook device, includes:
[0199] In response to a control operation on the hook lock device, an auxiliary circle of the hook lock device is displayed in the graphical user interface; the auxiliary circle is used to assist in determining the aiming position of the hook lock device.
[0200] The position within the auxiliary circle in the virtual game scene that meets the movement conditions of the target virtual character is determined as the first aiming position.
[0201] Optionally, if the first aiming position satisfies the movement conditions of the target virtual character, and the auxiliary circle includes multiple positions that satisfy the movement conditions of the target virtual character, then determining the first aiming position includes the following steps:
[0202] Among the multiple positions within the auxiliary circle that satisfy the movement conditions of the target virtual character, the position in the virtual game scene closest to the crosshair marker of the auxiliary circle is determined as the first aiming position.
[0203] Specifically, the aforementioned memory 401 and processor 402 can be general-purpose memory and processor, without specific limitations. When the processor 402 runs the computer program stored in the memory 401, it can execute the aforementioned control method for the grappling hook equipment, solving the problem of low success rate of grappling hook equipment in the prior art. In this application, when the initial first aiming position of the grappling hook equipment does not meet the movement conditions of the target virtual character, it does not control the target virtual character to move using the grappling hook equipment. Instead, based on the first relative position of the first aiming position with respect to the horizontal plane where the target virtual character's line of sight is located, it redetermines a second aiming position that meets the movement conditions of the target virtual character, and controls the target virtual character to move to the second aiming position. That is, when using the grappling hook equipment, only when there is a second aiming position in the virtual game scene that meets the movement conditions of the target virtual character will the target virtual character be controlled to move towards the second aiming position using the grappling hook equipment. This reduces the chance of the grappling hook equipment missing its target and improves the success rate of using the grappling hook equipment.
[0204] Corresponding to Figure 1 In addition to the control method for the hook and lock equipment, this application also provides a computer-readable storage medium storing a computer program. When a processor executes the computer program, it performs the steps of the above-described control method for the hook and lock equipment. The control method includes:
[0205] In response to a control operation on the hook lock equipment, detect whether the first aiming position of the hook lock equipment satisfies the movement condition for the target virtual character to move to the first aiming position using the hook lock equipment;
[0206] If the first aiming position of the grappling hook does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook, the aiming position of the grappling hook is adjusted from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located. The second aiming position is the aiming position that meets the movement conditions for the target virtual character to move to the second aiming position using the grappling hook, and the second relative positional relationship is the relative positional relationship between the second aiming direction of the second aiming position and the horizontal plane where the target virtual character's line of sight is located.
[0207] The target virtual character is controlled to move to the second aiming position using the grappling hook equipment.
[0208] Optionally, the control method further includes:
[0209] In response to the first aiming position satisfying the movement condition that the target virtual character moves to the first aiming position using the grappling hook equipment, the system controls the target virtual character to move to the first aiming position using the grappling hook equipment.
[0210] Optionally, the control method further includes:
[0211] Based on the first relative positional relationship between the first aiming position and the horizontal plane where the target virtual character's line of sight is located, if it is determined that there is no second aiming position in the virtual game scene that satisfies the movement conditions of the target virtual character, then the response to the control operation for the grappling hook equipment will stop, and a prompt message indicating that the grappling hook equipment cannot be used will be displayed in the graphical user interface.
[0212] Optionally, the first or second aiming position that satisfies the movement conditions of the target virtual character is a position where the target virtual character can stay, is within the range of the grappling hook equipment, and the virtual object at that position has a non-draggable attribute.
[0213] Optionally, adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes:
[0214] Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming interval where the second aiming direction is located is determined; wherein, the aiming interval where the second aiming direction is located and the horizontal plane where the line of sight of the target virtual character is located are in the first relative positional relationship; the aiming interval is the range of angles between the aiming angle threshold and the horizontal plane where the line of sight of the target virtual character is located.
[0215] Within the aiming range, a second aiming position is determined that satisfies the movement conditions of the target virtual character.
[0216] Optionally, determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes:
[0217] The aiming direction of the hook lock equipment is controlled within the aiming range. It scans from the horizontal plane where the target virtual character's line of sight is located along a direction away from the horizontal plane where the target virtual character's line of sight is located, and determines the first position within the aiming range that meets the movement conditions of the target virtual character as the second aiming position.
[0218] Optionally, determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes:
[0219] Within the aiming range, the furthest position that the target virtual character can reach using the grappling hook is determined, and the furthest position is determined as the second aiming position.
[0220] Optionally, based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, the aiming range of the second aiming direction is determined, including:
[0221] If the first aiming direction of the first aiming position overlaps with the horizontal plane where the target virtual character's line of sight is located, then an aiming direction adjustment prompt message is displayed on the graphical user interface, responding to the aiming direction adjustment operation for the grappling hook equipment, determining the operation direction corresponding to the adjustment operation, and determining the aiming range based on the horizontal plane where the target virtual character's line of sight is located and the operation direction corresponding to the adjustment operation.
[0222] Optionally, the current position of the target virtual character is located in the air of the game scene; adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position according to the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes:
[0223] Based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative position relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, and the aiming position of the grappling hook equipment is adjusted from the first aiming position to the second aiming position.
[0224] Optionally, based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, including:
[0225] Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming range in which the second aiming direction of the second aiming position is located is determined;
[0226] If the relative movement direction of the target virtual character with respect to the terrain surface in the virtual game scene is upward, then from the initial upward position of the target virtual character in the virtual game scene to the highest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0227] If the target virtual character moves downward relative to the terrain surface in the virtual game scene, then from the initial descent position of the target virtual character in the virtual game scene to the lowest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
[0228] Optionally, controlling the target virtual character to move to the second aiming position using the grappling hook equipment includes:
[0229] When the current position of the target virtual character is in the air in the virtual game scene, determine whether the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction;
[0230] If the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction, then control the target virtual character to move from the current position to the second aiming position using the grappling hook equipment;
[0231] If the aiming direction between the current position of the target virtual character and the second aiming position is inconsistent with the second aiming direction, then the target virtual character is not controlled to move to the second aiming position using the grappling hook equipment.
[0232] Optionally, the response to the control operation of the grappling hook device, determining the first aiming position of the grappling hook device, includes:
[0233] In response to a control operation on the hook lock device, an auxiliary circle of the hook lock device is displayed in the graphical user interface; the auxiliary circle is used to assist in determining the aiming position of the hook lock device.
[0234] The position within the auxiliary circle in the virtual game scene that meets the movement conditions of the target virtual character is determined as the first aiming position.
[0235] Optionally, if the first aiming position satisfies the movement conditions of the target virtual character, and the auxiliary circle includes multiple positions that satisfy the movement conditions of the target virtual character, then determining the first aiming position includes the following steps:
[0236] Among the multiple positions within the auxiliary circle that satisfy the movement conditions of the target virtual character, the position in the virtual game scene closest to the crosshair marker of the auxiliary circle is determined as the first aiming position.
[0237] Specifically, the storage medium can be a general-purpose storage medium, such as a portable disk or hard disk. When the computer program on the storage medium is run, it can execute the control method of the grappling hook equipment described above, solving the problem of low success rate of grappling hook equipment in the prior art. In this application, when the initial first aiming position of the grappling hook equipment does not meet the movement conditions of the target virtual character, the target virtual character will not be controlled to move using the grappling hook equipment. Instead, based on the first relative position of the first aiming position with respect to the horizontal plane where the target virtual character's line of sight is located, a second aiming position that meets the movement conditions of the target virtual character is re-determined, and the target virtual character is controlled to move to the second aiming position. That is, when using the grappling hook equipment, the target virtual character will only be controlled to move towards the second aiming position using the grappling hook equipment if there is a second aiming position in the virtual game scene that meets the movement conditions of the target virtual character. This reduces the chance of the grappling hook equipment missing its target and improves the success rate of using the grappling hook equipment.
[0238] In the embodiments provided in this application, it should be understood that the disclosed methods and apparatus can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0239] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0240] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0241] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0242] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0243] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.
Claims
1. A control method for a hook and lock device, characterized in that, The game includes a target virtual character controlled by a player, the target virtual character being equipped with a grappling hook, and the control method includes: In response to a control operation on the hook lock equipment, detect whether the first aiming position of the hook lock equipment satisfies the movement condition for the target virtual character to move to the first aiming position using the hook lock equipment; If the first aiming position of the grappling hook does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook, the aiming position of the grappling hook is adjusted from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located. The second aiming position is the aiming position that meets the movement conditions for the target virtual character to move to the second aiming position using the grappling hook. The second aiming position and the first aiming position belong to the same aiming interval, which is the angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located. The target virtual character is controlled to move to the second aiming position using the grappling hook equipment.
2. The control method according to claim 1, characterized in that, The control method further includes: In response to the first aiming position satisfying the movement condition that the target virtual character moves to the first aiming position using the grappling hook equipment, the system controls the target virtual character to move to the first aiming position using the grappling hook equipment.
3. The control method according to claim 1, characterized in that, The control method further includes: Based on the first relative positional relationship between the first aiming position and the horizontal plane where the target virtual character's line of sight is located, if it is determined that there is no second aiming position in the virtual game scene that satisfies the movement conditions of the target virtual character, then the response to the control operation for the grappling hook equipment will stop, and a prompt message indicating that the grappling hook equipment cannot be used will be displayed in the graphical user interface.
4. The control method according to claim 1, characterized in that, The first or second aiming position that satisfies the movement conditions of the target virtual character is a position where the target virtual character can stay, is within the range of the grappling hook equipment, and the virtual object at that position has the property of being non-draggable.
5. The control method according to claim 1, characterized in that, The step of adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes: Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming interval where the second aiming direction of the second aiming position is located is determined; wherein, the aiming interval where the second aiming direction is located and the horizontal plane where the line of sight of the target virtual character is located are in the first relative positional relationship; the aiming interval is the range of angles between the aiming angle threshold and the horizontal plane where the line of sight of the target virtual character is located. Within the aiming range, a second aiming position is determined that satisfies the movement conditions of the target virtual character.
6. The control method according to claim 5, characterized in that, Determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes: The aiming direction of the hook lock equipment is controlled within the aiming range. It scans from the horizontal plane where the target virtual character's line of sight is located along a direction away from the horizontal plane where the target virtual character's line of sight is located, and determines the first position within the aiming range that meets the movement conditions of the target virtual character as the second aiming position.
7. The control method according to claim 5, characterized in that, Determining a second aiming position within the aiming range that satisfies the movement conditions of the target virtual character includes: Within the aiming range, the furthest position that the target virtual character can reach using the grappling hook is determined, and the furthest position is determined as the second aiming position.
8. The control method according to claim 5, characterized in that, Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, the aiming range in which the second aiming direction is located is determined, including: If the first aiming direction of the first aiming position overlaps with the horizontal plane where the target virtual character's line of sight is located, then an aiming direction adjustment prompt message is displayed on the graphical user interface, responding to the aiming direction adjustment operation for the grappling hook equipment, determining the operation direction corresponding to the adjustment operation, and determining the aiming range based on the horizontal plane where the target virtual character's line of sight is located and the operation direction corresponding to the adjustment operation.
9. The control method according to claim 1, characterized in that, The target virtual character is currently located in the air within the game scene; adjusting the aiming position of the grappling hook equipment from the first aiming position to the second aiming position based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located includes: Based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, the first relative position relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, and the aiming position of the grappling hook equipment is adjusted from the first aiming position to the second aiming position.
10. The control method according to claim 9, characterized in that, Based on the relative movement direction of the target virtual character relative to the terrain surface in the virtual game scene, and the first relative positional relationship between the first aiming position and the horizontal plane where the target virtual character's line of sight is located, a second aiming position that satisfies the movement conditions of the target virtual character is determined, including: Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the line of sight of the target virtual character is located, the aiming range in which the second aiming direction of the second aiming position is located is determined; If the relative movement direction of the target virtual character with respect to the terrain surface in the virtual game scene is upward, then from the initial upward position of the target virtual character in the virtual game scene to the highest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character. If the target virtual character moves downward relative to the terrain surface in the virtual game scene, then from the initial descent position of the target virtual character in the virtual game scene to the lowest position that the target virtual character can move to, a second aiming position that satisfies the movement conditions of the target virtual character is determined based on the coverage area of the aiming interval at each position of the target virtual character.
11. The control method according to claim 10, characterized in that, Controlling the target virtual character to move to the second aiming position using the grappling hook equipment includes: When the current position of the target virtual character is in the air in the virtual game scene, determine whether the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction; If the aiming direction between the current position of the target virtual character and the second aiming position is consistent with the second aiming direction, then control the target virtual character to move from the current position to the second aiming position using the grappling hook equipment; If the aiming direction between the current position of the target virtual character and the second aiming position is inconsistent with the second aiming direction, then the target virtual character is not controlled to move to the second aiming position using the grappling hook equipment.
12. The control method according to claim 2, characterized in that, The response is in response to a control operation of the hook lock equipment, determining a first aiming position of the hook lock equipment, including: In response to a control operation on the hook lock device, an auxiliary circle of the hook lock device is displayed in the graphical user interface; the auxiliary circle is used to assist in determining the aiming position of the hook lock device. The position within the auxiliary circle in the virtual game scene that meets the movement conditions of the target virtual character is determined as the first aiming position.
13. The control method according to claim 12, characterized in that, If the first aiming position satisfies the movement conditions of the target virtual character, and the auxiliary circle includes multiple positions that satisfy the movement conditions of the target virtual character, then determining the first aiming position includes the following steps: Among the multiple positions within the auxiliary circle that satisfy the movement conditions of the target virtual character, the position in the virtual game scene closest to the crosshair marker of the auxiliary circle is determined as the first aiming position.
14. A control device for a hook and lock equipment, characterized in that, The game includes a target virtual character controlled by a player, the target virtual character being equipped with a grappling hook, and the control device including: The detection module is used to respond to control operations on the hook lock equipment and detect whether the first aiming position of the hook lock equipment meets the movement conditions for the target virtual character to move to the first aiming position using the hook lock equipment. An adjustment module is used to respond to situations where the first aiming position of the grappling hook equipment does not meet the movement conditions for the target virtual character to move to the first aiming position using the grappling hook equipment. Based on the first relative positional relationship between the first aiming direction of the first aiming position and the horizontal plane where the target virtual character's line of sight is located, the module adjusts the aiming position of the grappling hook equipment from the first aiming position to a second aiming position. The second aiming position is an aiming position that meets the movement conditions for the target virtual character to move to the second aiming position using the grappling hook equipment. The second aiming position and the first aiming position belong to the same aiming interval, which is the angle range between the aiming angle threshold and the horizontal plane where the target virtual character's line of sight is located. The first movement module is used to control the target virtual character to move to the second aiming position using the grappling hook equipment.
15. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method according to any one of claims 1-13.
16. A computer-readable storage medium storing a computer program thereon, characterized in that, The computer program is executed by a processor to perform the steps of the method according to any one of claims 1-13.