Game control method and device, computer equipment and storage medium
By displaying the sound source range logo in the graphical user interface of shooting games, it solves the problem that players find it difficult to accurately judge the direction and explosion range of throwing objects, and improves projection accuracy and game experience.
Patent Information
- Application Number
- CN202510300335.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2045-03-13
AI Technical Summary
In shooting games, it is difficult for players to accurately judge the direction and explosion range when throwing objects, resulting in inaccurate throwing and negative experiences.
By displaying the sound source range identification in the graphical user interface, players can visualize the sound source range and the expected range of effects during the projection process, thereby assisting in accurate projection.
Improves the player's projection accuracy and gaming experience, and reduces negative experiences caused by inaccurate throwing.
Smart Images

Figure CN119868951A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a game control method, device, computer equipment and computer-readable storage medium. Background Art
[0002] In shooting games, there is usually a combat strategy: when you hear the sound of an enemy nearby, throw projectiles in the corresponding direction to attack. In fact, when throwing projectiles, it is difficult to judge whether the direction of the thrown projectile is the direction of the enemy's sound just now, and whether the explosion range caused by the projectile meets your expectations. Many times, due to some problems, negative experiences such as throwing the projectile in the wrong direction are caused. Summary of the invention
[0003] The embodiments of the present application provide a game control method, apparatus, computer device, and computer-readable storage medium, which can improve the game experience of players.
[0004] The embodiment of the present application provides a game control method, which provides a graphical user interface through a terminal device, and the graphical user interface includes at least part of the game scene, including:
[0005] In response to a preparatory projection event for a target virtual prop, displaying a sound source range identifier on the graphical user interface, wherein the sound source range identifier is used to indicate at least a position range corresponding to the sound source in the game scene within a range identified on the graphical user interface;
[0006] Based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, wherein the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
[0007] Accordingly, the embodiment of the present application further provides a game control device, which provides a graphical user interface through a terminal device, and the graphical user interface includes at least part of the game scene, including:
[0008] A first display unit, configured to display a sound source range identifier on the graphical user interface in response to a preparatory projection event for a target virtual prop, wherein the sound source range identifier is used to indicate at least a position range corresponding to the sound source in the game scene within a range identified on the graphical user interface;
[0009] The second display unit is used to control the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier, and to display the effect information corresponding to the target virtual prop, wherein the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
[0010] Correspondingly, an embodiment of the present application further provides a computer device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes any game control method provided in the embodiments of the present application.
[0011] Correspondingly, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the above game control method.
[0012] In the embodiment of the present application, in response to a preparatory projection event for a target virtual prop, a sound source range identifier is displayed in a graphical user interface, and the range of the sound source range identifier in the graphical user interface is at least used to indicate the position range corresponding to the sound source in the game scene; based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, and the effect information is used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process to assist players in accurately projecting, thereby improving the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0013] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0014] Figure 1 A scene schematic diagram of a game control system provided in an embodiment of the present application.
[0015] Figure 2 A flowchart of a game control method provided in an embodiment of the present application.
[0016] Figure 3 A schematic diagram of an application scenario of a game control method provided in an embodiment of the present application.
[0017] Figure 4 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.
[0018] Figure 5 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.
[0019] Figure 6 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.
[0020] Figure 7 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.
[0021] Figure 8 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.
[0022] Fig. 9 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.
[0023] Fig.10 A schematic diagram of an application scenario of another game control method provided in an embodiment of the present application.
[0024] Fig.11 A structural block diagram of a game control device provided in an embodiment of the present application.
[0025] Fig.12 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0026] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.
[0027] The embodiment of the present application provides a game control method, device, computer-readable storage medium and computer equipment. Specifically, the game control method of the embodiment of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network, content distribution network), and basic cloud computing services such as big data and artificial intelligence platforms.
[0028] For example, when the game control method is run on a terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.
[0029] For example, when the game control method is run on a server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the main body of the game screen presentation are separated, and the storage and operation of the game control method are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with a data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0030] See also Figure 1 , Figure 1A scene diagram of a game control system provided by an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, the terminal has one or more multi-touch screens for sensing and obtaining the input of the user through the touch or sliding operation performed at multiple points of one or more touch-controlled display screens. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network for a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals 1000 can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, the multiple databases are coupled to different servers, and the information related to the game environment can be continuously stored in the databases when different users play the multi-player game online.
[0031] The embodiment of the present application provides a game control method, which can be executed by a terminal or a server. The embodiment of the present application takes the execution of the game control method by a terminal as an example for explanation. Among them, the terminal includes a touch display screen and a processor, and the touch display screen is used to present a graphical user interface and receive an operation instruction generated by a user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instruction, and can also control the content of the opposite server by responding to the received operation instruction. For example, the operation instruction generated by the user acting on the graphical user interface includes an instruction for starting a game application, and the processor is configured to start the game application after receiving the instruction to start the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously at multiple points on the screen. The user performs a touch operation on the graphical user interface using a finger, and when the graphical user interface detects the touch operation, it controls different virtual objects in the game to perform actions corresponding to the touch operation. For example, the game can be any of casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. Among them, the game may include a virtual scene of the game. In addition, the virtual scene of the game may include one or more virtual objects controlled by a user (or player), such as a virtual character. In addition, the virtual scene of the game may also include one or more obstacles, such as railings, gullies, walls, etc., to limit the movement of virtual objects, such as limiting the movement of one or more objects to a specific area in the virtual scene. Optionally, the virtual scene of the game also includes one or more elements, such as skills, scores, character health status, energy, etc., to provide help to players, provide virtual services, increase scores related to player performance, etc. In addition, the graphical user interface may also present one or more indicators to provide indication information to the player. For example, the game may include a virtual object controlled by a player and one or more other virtual objects (such as an enemy character). In one embodiment, one or more other virtual objects are controlled by other players of the game. For example, one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to achieve a man-machine battle mode. For example, a virtual object has various skills or abilities that game players use to achieve their goals. For example, a virtual object has one or more weapons, props, tools, etc. that can be used to eliminate other objects from the game. Such skills or abilities can be activated by a game player using one of a plurality of preset touch operations with a touch display screen of a terminal. The processor can be configured to present a corresponding game screen in response to an operation instruction generated by a user's touch operation.
[0032] It should be noted that Figure 1 The scene diagram of the game control system shown is only an example. The image processing system and scene described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. Ordinary technicians in this field can know that with the evolution of game control systems and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0033] Based on the above problems, the embodiments of the present application provide a first game control method, device, computer equipment and computer-readable storage medium, which can improve the game experience of players. The following are detailed descriptions. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments.
[0034] An embodiment of the present application provides a game control method, which can be executed by a terminal or a server. The embodiment of the present application is described by taking the game control method executed by a terminal as an example.
[0035] See also Figure 2 , Figure 2 This is a flowchart of a game control method provided in an embodiment of the present application. The specific process of the game control method can be as follows:
[0036] 101. In response to a preparatory projection event for a target virtual prop, display a sound source range identifier on a graphical user interface.
[0037] In this embodiment, the graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and may be a display screen interface of a terminal device.
[0038] The graphical user interface may present the entire game scene of the target game, or may present only a portion of the game scene. For example, when the game scene is relatively large, only a portion of the game scene may be displayed on the graphical user interface of the terminal device during the game.
[0039] In the embodiment of the present application, the graphical user interface displays a game interface, which refers to the interface corresponding to the application of the target game provided or displayed by the graphical user interface, which includes a user interface (UI) and a game screen for players to interact, and the game interface includes at least part of the game scene, which is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulated and semi-fictitious virtual environment, or a purely fictitious virtual environment.
[0040] Generally, a virtual scene may include virtual objects, including multiple static virtual objects and dynamic virtual objects. Static virtual objects specifically include ground, mountains, rocks, vegetation, buildings, etc. Dynamic virtual objects may be virtual characters, virtual animals, cartoon characters, etc.
[0041] Among them, the target virtual props refer to items that can be projected and used in the game scene, and may include throwing objects, such as grenades, smoke bombs, Molotov cocktails, stun bombs and other items or props.
[0042] There are many ways to obtain the target virtual props, such as obtaining them through game rewards, obtaining them through purchase, and other ways.
[0043] In some embodiments, the target virtual prop is an item in the virtual scene. The target virtual prop can be refreshed in the game scene in a random manner, and the player can pick it up from the virtual scene by manipulating the controlled virtual object; or it can be obtained by completing a game task. For example, in order to complete a game task, the player can manipulate the controlled virtual object to attack a static or dynamic virtual object in the virtual scene, and the target virtual prop will drop as a "reward" when the static or dynamic virtual object is defeated.
[0044] It can be understood that by providing a graphical user interface, displaying a game interface in the graphical user interface, and displaying controlled virtual objects in the game interface, a visual interface is provided to users while facilitating player interaction with the game.
[0045] The prepare-to-project event indicates that the player is ready to project the target virtual item, that is, the player has the intention to project the target virtual item.
[0046] In an embodiment of the present application, projecting a target virtual prop onto a certain position point in a game scene can cause certain damage or restrictions to other virtual objects (virtual objects other than the controlled virtual object) within the vicinity of the position point.
[0047] For example, see Figure 3 , Figure 3 A schematic diagram of an application scenario of a game control method provided in an embodiment of the present application. Figure 3 The graphical user interface 10 shown therein displays a partial game scene 11 of the target game and a controlled virtual object 111 in the game scene 11 which is controlled by the current game player.
[0048] The graphical user interface 10 provides a prop display area 20, which includes multiple game props equipped by the controlled virtual object 111 in the current game, such as target virtual props 212 and other virtual props 211. The game props in the prop display area 20 can be used by the controlled virtual object 111 in the current game.
[0049] Among them, the graphical user interface 10 also provides a prop use control, which can be used to control the use of game props in the prop display area 20. The prop use control can include multiple forms, and according to the game props selected by the player in the prop display area 20, the prop use control is displayed in the form corresponding to the selected game props. For example, the currently selected other virtual props 211, at this time, the prop use control is a shooting control 16, which can be used to control the controlled virtual object 111 to shoot the enemy object in the game scene 11 (for example, it can be other player characters controlled by other players, etc.).
[0050] The graphical user interface 10 also provides a plurality of action controls, such as a squat control 13, a lie down control 14, and a jump control 15. The squat control 13 can be used to control the controlled virtual object 111 to perform a squatting action; the lie down control 14 can be used to control the controlled virtual object 111 to perform a lie down action; and the jump control 15 can be used to control the controlled virtual object 111 to perform a jump action.
[0051] The graphical user interface may also provide a mobile control 12, a thumbnail map control 112, etc. The mobile control 12 may be used to control the movement of the controlled virtual object 111 in the game scene 11; the thumbnail map control 112 includes a thumbnail map of the game scene 11 and the position of the controlled virtual object 111 in the game scene 11, which can facilitate the current game player to observe the real-time position of the controlled virtual object 111 in the game scene 11.
[0052] Among them, the graphical user interface also provides some other general operation controls and related game information, which are not described here one by one.
[0053] In some embodiments, preparing for a projection event may at least include: displaying a projection control according to a triggering operation in a graphical user interface.
[0054] The graphical user interface may display a target virtual prop, and the triggering operation on the graphical user interface may include a touch operation on the target virtual prop, thereby triggering the display of the projection control on the graphical user interface.
[0055] In the embodiment of the present application, touch operations include but are not limited to: click operations, press operations, slide operations, etc.
[0056] Among them, the projection control can be used to control the projection of the target virtual prop.
[0057] For example, see Figure 4 , Figure 4 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 4 In the graphical user interface 10 shown on the upper side, when a click operation of the current player on the target virtual prop 212 is detected, it can trigger the shooting control 16 to switch to the projection control corresponding to the target virtual prop 212.
[0058] That is to say, Figure 4 The graphical user interface 10 shown at the bottom, wherein the prop usage controls are displayed as projection controls 17.
[0059] Thereby, the display of the sound source range identifier on the graphical user interface can be triggered.
[0060] For example, see Figure 5 , Figure 5 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 5 In the illustrated graphical user interface 10 , a sound source range indicator 18 is displayed.
[0061] In some embodiments, the preparation projection event may further include: detecting the presence of a sound source in the game scene. That is, when the presence of a sound source in the game scene is detected, a sound source range identifier corresponding to the sound source may be displayed on the graphical user interface.
[0062] The range of the sound source range identifier in the graphical user interface is at least used to indicate the position range corresponding to the sound source in the game scene.
[0063] The range of the sound source range identified in the graphical user interface refers to the range of the sound source identification range in the display area of the graphical user interface. The position range corresponding to the sound source in the game scene refers to the range corresponding to the sound source in the game scene.
[0064] In some embodiments, the sound source range identifier may be displayed in the game scene. That is, in the game scene, according to the range corresponding to the sound source, the sound source range identifier is displayed in the range.
[0065] In some embodiments, the sound source range identifier can be displayed on the UI interface. That is, according to the display position of each scene position in the game scene on the UI interface, the range corresponding to the sound source is determined to correspond to the display range on the UI interface, and then the sound source range identifier is displayed in the display range.
[0066] In some embodiments, the sound source range identifier may also be used to indicate at least one of the following information: sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the current time.
[0067] Among them, the sound source direction refers to the direction of the sound source relative to the controlled virtual object in the game scene; the sound source distance refers to the distance between the sound source and the controlled virtual object in the game scene; the sound source type refers to the sound type of the sound source; the duration from the end of the sound source to the current time refers to the duration between the moment the sound source ends and the current moment.
[0068] In the target game, the sound source types may include multiple types, such as moving sound source types, shooting sound source types, etc. Among them, the moving sound source type may include the sound generated by the movement of virtual objects in the game scene (including walking or driving a vehicle to move); the shooting sound source type may include the sound generated by the shooting of virtual objects in the game scene, etc.
[0069] In some embodiments, the display position of the sound source range identifier indicates the direction and distance of the sound source; the display style of the sound source range identifier indicates the sound source type and the duration from the end of the sound source to the current time.
[0070] For example, see Figure 5 ,exist Figure 5 In the graphical user interface shown, the direction of the sound source range identifier 18 relative to the controlled virtual object 111 may be the sound source direction; the distance between the sound source range identifier 18 and the controlled virtual object 111 may be the sound source distance.
[0071] Among them, the display style may include multiple display parameters, such as size, color, pattern, etc. The display style identified by the sound source range indicates the sound source type and the duration from the end of the sound source to the current time, which may include: indicating the sound source type and the duration from the end of the sound source to the current time respectively through different types of display parameters.
[0072] For example, the type of sound source can be indicated by a pattern, and the embodiment of the present application can pre-design multiple patterns corresponding to different types of sound sources; the length of time from the end of the sound source to the current time can be indicated by the size, the larger the size, the longer the length of time from the end of the sound source to the current time (that is, the longer the length of time between the end of the sound source and the current time, the corresponding range gradually spreads and becomes larger); the smaller the size, the shorter the length of time from the end of the sound source to the current time (that is, the shorter the length of time between the end of the sound source and the current time, the more accurate the corresponding range).
[0073] For example, see Figure 5 ,exist Figure 5In the graphical user interface shown, the size of the sound source range marker 18 can indicate the duration from the end of the sound source to the current time, and the pattern on the sound source range marker 18 can indicate the sound source type. For example, if the current pattern is a person shooting, it can indicate that the sound source type is: shooting sound source type.
[0074] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier; the display style of the range boundary identifier indicates the duration from the end of the sound source to the current time; and the display style of the sound source type identifier indicates the sound source type.
[0075] For example, see Figure 5 ,exist Figure 5 In the graphical user interface shown, the range boundary of the sound source range identifier 18 is identified as a circle, the size of which is used to indicate the duration from the end of the sound source to the current time; the sound source type of the sound source range identifier 18 is identified as a human shooting pattern, which is used to indicate the sound source type.
[0076] In some embodiments, the sound source range identifier may be used to indicate the sound source information in the historical time period before the current moment, and the step of “displaying the sound source range identifier on the graphical user interface” may include the following operations:
[0077] Obtain information of at least one historical sound source that appeared within a specified historical time period;
[0078] Based on the information of the historical sound sources, the sound source range identifier corresponding to the historical sound sources is displayed on the graphical user interface.
[0079] The specified historical time period may be a specified time period between the current time and the current time, such as the previous N seconds.
[0080] For example, obtain the information of historical sound sources appearing in the game scene within the previous N seconds, including: sound source direction information, sound source type information, etc.; then display the sound source range identifier for indicating the historical sound source on the graphical user interface based on the sound source direction information and the sound source type information.
[0081] In some embodiments, the sound source range identifier may also be used to indicate the sound source information at the current moment, and the step of “displaying the sound source range identifier on the graphical user interface” may include the following operations:
[0082] Get information of at least one current sound source that is currently present;
[0083] Based on the information of the current sound source, the sound source range identifier corresponding to the historical sound source is displayed on the graphical user interface.
[0084] For example, obtain the information of the current sound source appearing in the game scene at the current moment, including: sound source direction information, sound source type information, etc.; then display the sound source range mark indicating the current sound source in the graphical user interface based on the sound source direction information and sound source type information.
[0085] In an embodiment of the present application, by displaying the sound source range identifier and visualizing the sound source information, it can assist the player to have a clearer and more accurate projection range reference.
[0086] 102. Based on the position range indicated by the sound source range identifier, control the predicted landing point of the target virtual prop in the game scene, and display the effect information corresponding to the target virtual prop.
[0087] The predicted landing point refers to the landing position where the target virtual prop is prepared to be projected in the game scene.
[0088] The effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect. The target virtual prop takes effect at the predicted landing point, which means that the target virtual prop is controlled to be projected to the predicted landing point, and the target virtual prop takes effect.
[0089] For example, the target virtual prop may be a grenade, and the target virtual prop taking effect at the preset landing point means that the grenade is thrown to the predicted landing point and the grenade explodes.
[0090] In an embodiment of the present application, controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier may include: automatically adsorbing the predicted landing point corresponding to the target virtual prop to the position range indicated by the sound source range identifier.
[0091] In some embodiments, the step of “controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier” may include the following operations:
[0092] In response to a trigger operation on the projection control, the predicted landing point of the target virtual prop in the game scene is controlled based on the position range indicated by the sound source range identifier.
[0093] The triggering operation on the projection control may include a touch operation on the projection control.
[0094] For example, when a press operation on a projection control is detected, we can control the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier.
[0095] In some embodiments, the step of “controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier” may include the following operations:
[0096] Determine a first position point in the position range indicated by the sound source range identifier;
[0097] The predicted landing point of the target virtual prop in the game scene is determined based on the first position point.
[0098] In some embodiments, determining a first position point in the position range indicated by the sound source range identifier may include: selecting any position point from the position range indicated by the sound source range identifier as the first position point.
[0099] In some embodiments, determining a first position point in the position range indicated by the sound source range identifier may include: selecting a center point of the position range from the position range indicated by the sound source range identifier as the first position point.
[0100] Wherein, determining the predicted landing point of the target virtual prop in the game scene based on the first position point may include: using the first position point as the predicted landing point of the target virtual prop in the game scene.
[0101] In some embodiments, the effect information may at least include an effect area of the target virtual prop in the game scene.
[0102] The effect area is the area of the game scene affected by the target virtual prop after it is projected. For example, if the target virtual prop is a grenade, the effect area may be the area of the game scene corresponding to the explosion range of the grenade, or if the target virtual prop is a smoke bomb, the effect area may be the area of the game scene covered by the smoke after the smoke bomb releases the smoke. Accordingly, the effect area may be a plane area or a three-dimensional area. The present application embodiment takes the plane area as an example for explanation, and the three-dimensional area may be understood by reference.
[0103] The effect area is determined based on the predicted landing point and the effect range corresponding to the target virtual item. The effect range corresponding to the target virtual item is the impact range when the target virtual item is used.
[0104] For example, the effect area can be determined in the game scene with the preset landing point as the center of the circle and the range distance of the action range corresponding to the target virtual prop as the radius.
[0105] For example, see Figure 6 , Figure 6 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 6 In the illustrated graphical user interface 10, action effect information is displayed, including an action effect area 19. The action effect area 19 is determined based on the predicted landing point P.
[0106] The effect information may also include a projection trajectory 30 .
[0107] Among them, the projection trajectory is the moving trajectory of the target virtual prop after projection, that is, the trajectory of the target virtual prop moving into the game scene after the target virtual prop is projected by the controlled virtual object, wherein the predicted landing point is the landing point corresponding to the projection trajectory, which is the end point of the projection trajectory.
[0108] Among them, by displaying the projection trajectory and predicting the landing point, it is helpful for players to control the projection of the target virtual props. For example, based on the displayed projection trajectory, the player can know whether there is a situation where the throwing process is blocked by other virtual items or virtual objects, and then make timely adjustments. For example, when the projection trajectory and the landing point are both on the virtual wall of the game scene, the target virtual prop thrown based on the projection trajectory will be blocked by the virtual wall after throwing. The player can adjust the direction of the projection trajectory to achieve the goal of the target virtual prop avoiding the virtual wall when being thrown.
[0109] In some embodiments, the action effect area may include multiple sub-areas, and different sub-areas correspond to different action parameters of the target virtual prop.
[0110] In some embodiments, different target virtual props may correspond to different action parameters.
[0111] The action parameters are numerical parameters of the effects produced by the target virtual props in each sub-area after being thrown.
[0112] For example, if the target virtual prop is a grenade, the action parameters of each sub-area indicate the damage parameters of the explosion effect of the grenade in each sub-area. For another example, if the target virtual prop is a smoke bomb, the action parameters of each sub-area indicate the concentration parameters of the smoke released by the smoke bomb in each sub-area, and so on.
[0113] Accordingly, in the embodiment of the present application, the action parameter can be a specific value based on the attribute of the target virtual prop, or it can be an effect percentage value (or multiplier). For example, if the target virtual prop is a grenade, the action parameter can be explosion damage data, such as 80 health points, indicating that it can cause damage of 80 health points, or it can be the degree data corresponding to the explosion damage, such as 40%, indicating that the sub-area can cause a damage effect of 40% of the maximum damage of the grenade.
[0114] In some embodiments, the multiple sub-areas are divided according to the distances from the center point of the action effect area, that is, the multiple sub-areas surround the center point of the action effect area in sequence.
[0115] In some embodiments, the effect area may be circular, and a circular area and at least one annular area surrounding the circular area may be divided based on the center of the effect area, and the circular area and the annular area may be used as multiple sub-areas.
[0116] For example, see Figure 7 , Figure 7 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 7 The graphical user interface 10 shown shows effect information, including an effect area 19 . The effect area 19 includes a first sub-area 191 , a second sub-area 192 and a third sub-area 193 .
[0117] Among the multiple sub-regions, the farther the sub-region is from the center point, the smaller the corresponding action parameter is.
[0118] In some embodiments, different sub-areas may indicate their corresponding action parameters through different display styles.
[0119] For example, different colors can be used to represent different action parameters. Figure 7 The first sub-region 191 is closest to the center point (which can be the predicted landing point P), so it can be displayed in red, indicating that the action parameter is the largest; the second sub-region 192 is farther from the center point (which can be the predicted landing point P), so it can be displayed in orange, indicating that the action parameter is smaller; the third sub-region 193 is farthest from the center point (which can be the predicted landing point P), so it can be displayed in yellow, indicating that the action parameter is the smallest.
[0120] In some embodiments, corresponding action parameters may also be displayed in each sub-area.
[0121] In the embodiment of the present application, by displaying the effect area, it is easy for players to control the effect range of the target virtual prop after throwing, and improve the user experience. By dividing the effect area into multiple sub-areas, and displaying each sub-area in different display styles to indicate the corresponding effect parameters, while enriching the display content when the target virtual prop is thrown, it is also easy for players to control the effects of each sub-area of the target virtual prop after throwing, and players can more clearly perceive the effect and range expectations of the target virtual prop.
[0122] In some embodiments, the sound source range identifier may include multiple ones; then the step of “controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier” may include the following operations:
[0123] Determine a target sound source range identifier based on the multiple sound source range identifiers;
[0124] Based on the position range indicated by the target sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled.
[0125] Among them, multiple sound source range identifiers are used to indicate the scene range of different sound sources in the game scene, as well as the sound source direction, sound source distance, sound source type and the duration from the end of the sound source to the current time.
[0126] In some embodiments, the step of “determining a target sound source range identifier based on multiple sound source range identifiers” may include the following operations:
[0127] The target sound source range identifier is determined based on the sound source range identifier that is closest to the controlled virtual object.
[0128] For example, see Figure 8 , Figure 8 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Figure 8 In the illustrated graphical user interface 10 , a plurality of sound source range identifiers are displayed, including a first sound source range identifier 181 , a second sound source range identifier 182 , and a third sound source range identifier 183 .
[0129] The sound source range identifier closest to the controlled virtual object 111 may be the first sound source range identifier 181 , and the first sound source range identifier 181 may be used as the target sound source range identifier.
[0130] In some embodiments, the step of “determining a target sound source range identifier based on multiple sound source range identifiers” may include the following operations:
[0131] In response to a selection operation on a plurality of sound source range identifiers, a target sound source range identifier is determined based on the selected sound source range identifier.
[0132] The selection operation for the multiple sound source range identifiers may include a player's touch operation on any one of the multiple sound source range identifiers, thereby determining a target sound source range identifier.
[0133] For example, see Figure 8 When the first sound source range identifier 181, the second sound source range identifier 182 and the third sound source range identifier 183 are displayed, if a touch operation of the player on the second sound source range identifier 182 is detected, the second sound source range identifier 182 can be used as the target sound source range identifier to meet the player's self-selection needs.
[0134] In some embodiments, in order to facilitate the player to switch and select the sound source range identifier to control the predicted landing point, the graphical user interface may also provide a crosshair identifier, and the step of "determining the target sound source range identifier based on multiple sound source range identifiers" may include the following operations:
[0135] In response to a movement operation on the crosshair mark, determining a second position point in the game scene corresponding to the crosshair mark after the movement;
[0136] A target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.
[0137] Among them, the crosshair mark can be displayed at the center position of the graphical user interface, and the crosshair mark can be used for auxiliary aiming and other functions.
[0138] In some embodiments, the movement operation of the crosshair mark may include: a sliding operation on the projection control.
[0139] Among them, the movement operation of the crosshair mark can be used to control the game scene displayed by the mobile graphical user interface, so as to determine the position of the crosshair mark in the game scene displayed after the movement, that is, the second position point.
[0140] For example, see Fig. 9 , Fig. 9 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Fig. 9 In the graphical user interface 10 shown on the upper side, a crosshair mark 40 and a plurality of sound source range marks are displayed, including: a first sound source range mark 181 , a second sound source range mark 182 and a third sound source range mark 183 .
[0141] When the player's sliding operation on the projection control is detected, the game scene can be moved and displayed according to the sliding operation. After the sliding operation is completed, the position point in the game scene after the moving display corresponding to the crosshair mark 40 is determined as the second position point. Fig. 9 In the graphical user interface 10 shown at the bottom, the position point corresponding to the crosshair mark 40 in the game scene 11 is the second position point Q.
[0142] Further, the sound source range identifier closest to the second position point Q may be determined as the third sound source range identifier 183 , that is, the third sound source range identifier 183 may be used as the target sound source range identifier.
[0143] In some embodiments, during the movement operation of the crosshair mark, if the second position point corresponding to the game scene after the determined crosshair mark moves is in the adsorption area corresponding to a sound source range mark, the predicted landing point can be automatically adsorbed to the sound source range area for display.
[0144] The adsorption area corresponding to the sound source range identifier may be an area that is 10% outside the position range indicated by the sound source range identifier.
[0145] In some embodiments, in order to facilitate the player to switch and select the sound source range mark to control the predicted landing point, the method may further include the following steps:
[0146] In response to an adjustment operation on the predicted landing point, determining an adjusted predicted landing point;
[0147] Updated display of effect information based on adjusted predicted landing point.
[0148] The adjustment operation on the predicted landing point may include a sliding operation on the projection control.
[0149] For example, see Fig.10 , Fig.10 A schematic diagram of another application scenario of a game control method provided in an embodiment of the present application. Fig.10 In the graphical user interface 10 shown on the upper side, a plurality of sound source range identifiers are displayed, including: a first sound source range identifier 181 , a second sound source range identifier 182 and a third sound source range identifier 183 .
[0150] The predicted landing point P is by default located in the first sound source range mark 181 which is closest to the controlled virtual object 111 , and the effect area 19 and the projection trajectory 30 are displayed based on the position of the predicted landing point P.
[0151] When the player's sliding operation on the projection control 17 is detected, the movement of the predicted landing point P can be controlled according to the sliding operation. Further, the display effect information can be updated according to the position of the predicted landing point P after the movement.
[0152] That is to say, Fig.10 The graphical user interface 10 shown at the bottom side, in which the predicted landing point P after the move is in the third sound source range mark 183, so that the effect area 19 and the projection trajectory 30 are displayed in the third sound source range mark 183.
[0153] In some embodiments, the method further comprises the following steps:
[0154] When the landing point of the target virtual prop is within the position range indicated by the sound source range identifier, the action effect information corresponding to the target virtual prop is displayed on the graphical user interface.
[0155] Among them, the situation where the landing point of the target virtual prop is within the position range indicated by the sound source range identifier may include: when a player's trigger operation on the projection control is detected, the default position in the game scene can be determined as the predicted landing point according to the default setting, and then the player can control the movement of the predicted landing point in the game scene by moving the predicted landing point, for example, the predicted landing point after controlling the movement is within the position range indicated by the sound source range identifier.
[0156] Among them, displaying the effect information corresponding to the target virtual prop on the graphical user interface may include: displaying the effect information according to a position point of the predicted landing point within the position range indicated by the sound source range identifier.
[0157] The embodiment of the present application discloses a game control method, which includes: in response to a preparatory projection event for a target virtual prop, displaying a sound source range identifier in a graphical user interface, the range of the sound source range identifier in the graphical user interface is at least used to indicate the position range corresponding to the sound source in the game scene; based on the position range indicated by the sound source range identifier, controlling the predicted landing point of the target virtual prop in the game scene, and displaying the effect information corresponding to the target virtual prop, the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process to assist players in accurately projecting, thereby improving the player's gaming experience.
[0158] In order to better implement the game control method provided in the embodiment of the present application, the embodiment of the present application also provides a game control device based on the above game control method. The meanings of the terms are the same as those in the above game control method, and the specific implementation details can refer to the description in the method embodiment.
[0159] See also Fig.11 , Fig.11 A structural block diagram of a game control device provided in an embodiment of the present application, the device comprising:
[0160] A first display unit 301 is used for displaying a sound source range identifier on the graphical user interface in response to a preparatory projection event for a target virtual prop, wherein the sound source range identifier is used to indicate at least a position range corresponding to the sound source in the game scene within a range identified on the graphical user interface;
[0161] The second display unit 302 is used to control the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier, and to display the effect information corresponding to the target virtual prop, wherein the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
[0162] In some embodiments, the sound source range identifier is also used to indicate at least one of the following information:
[0163] Sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the current time.
[0164] In some embodiments, the display position of the sound source range mark indicates the sound source direction and the sound source distance;
[0165] The display style of the sound source range identifier indicates the sound source type and the duration from the end of the sound source to the current time.
[0166] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier;
[0167] The display style of the range boundary mark indicates the duration from the end of the sound source to the current time;
[0168] The display style of the sound source type identifier indicates the sound source type.
[0169] In some embodiments, the second display unit 302 may include:
[0170] A first determining subunit, configured to determine a first position point in the position range indicated by the sound source range identifier;
[0171] The second determining subunit is used to determine the predicted landing point of the target virtual prop in the game scene based on the first position point.
[0172] In some embodiments, the effect information includes an effect area of the target virtual prop in the game scene, wherein the effect area is determined based on the predicted landing point and the action range corresponding to the target virtual prop.
[0173] In some embodiments, the action effect area includes a plurality of sub-areas, and different sub-areas correspond to different action parameters of the target virtual prop.
[0174] In some embodiments, the plurality of sub-areas are divided according to the distance from the center point of the action effect area; the farther the sub-area is from the center point, the smaller the corresponding action parameter.
[0175] In some embodiments, the action parameters include at least a damage value.
[0176] In some embodiments, the sound source range identifier includes a plurality of;
[0177] The second display unit 302 may include:
[0178] A third determining subunit, configured to determine a target sound source range identifier based on a plurality of sound source range identifiers;
[0179] The first control subunit is used to control the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the target sound source range identifier.
[0180] In some embodiments, the third determining subunit may be specifically used for:
[0181] The target sound source range identifier is determined based on the sound source range identifier that is closest to the controlled virtual object.
[0182] In some embodiments, the third determining subunit may be specifically used for:
[0183] In response to a selection operation on the plurality of sound source range identifiers, the target sound source range identifier is determined based on the selected sound source range identifier.
[0184] In some embodiments, the graphical user interface is provided with a crosshair mark, and the crosshair mark is used to assist aiming;
[0185] In some embodiments, the third determining subunit may be specifically used for:
[0186] In response to a movement operation on the crosshair mark, determining a second position point in the game scene corresponding to the crosshair mark after the movement;
[0187] The target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.
[0188] In some embodiments, the first display unit 301 may include:
[0189] An acquisition subunit, used to acquire information of at least one historical sound source appearing within a specified historical time period;
[0190] The display subunit is used to display the sound source range identifier corresponding to the historical sound source on the graphical user interface based on the information of the historical sound source.
[0191] In some embodiments, the preparation projection event at least includes:
[0192] According to a triggering operation in the graphical user interface, a projection control is displayed.
[0193] In some embodiments, the second display unit 302 may include:
[0194] The second control subunit is used to control the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier in response to the trigger operation on the projection control.
[0195] In some embodiments, the apparatus may further include:
[0196] The third display unit is used to display the effect information corresponding to the target virtual prop on the graphical user interface when the landing point of the target virtual prop is within the position range indicated by the sound source range identifier.
[0197] In some embodiments, the apparatus may further include:
[0198] a determining unit, configured to determine an adjusted predicted landing point in response to an adjustment operation on the predicted landing point;
[0199] An updating unit is used to update the displayed effect information based on the adjusted predicted landing point.
[0200] In some embodiments, the sound source range identifier is displayed in the game scene.
[0201] The embodiment of the present application discloses a game control device, which is used to display a sound source range identifier in the graphical user interface in response to a preparatory projection event for a target virtual prop through a first display unit 301, and the range of the sound source range identifier in the graphical user interface is at least used to indicate the position range corresponding to the sound source in the game scene; the second display unit 302 is used to control the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier, and to display the effect information corresponding to the target virtual prop, and the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process to assist players in accurately projecting, thereby improving the player's gaming experience.
[0202] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal. Fig.12 As shown, Fig.12A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 600 includes a processor 601 having one or more processing cores, a memory 602 having one or more computer-readable storage media, and a computer program stored in the memory 602 and executable on the processor. The processor 601 is electrically connected to the memory 602. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0203] The processor 601 is the control center of the computer device 600. It uses various interfaces and lines to connect the various parts of the entire computer device 600, executes various functions of the computer device 600 and processes data by running or loading software programs and / or modules stored in the memory 602, and calling data stored in the memory 602, thereby monitoring the computer device 600 as a whole.
[0204] In the embodiment of the present application, the processor 601 in the computer device 600 will load instructions corresponding to the processes of one or more application programs into the memory 602 according to the following steps, and the processor 601 will run the application programs stored in the memory 602 to implement various functions:
[0205] In response to a preparatory projection event for a target virtual prop, a sound source range identifier is displayed on a graphical user interface, wherein the sound source range identifier is used to indicate at least a position range corresponding to the sound source in a game scene within a range identified in the graphical user interface;
[0206] Based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed. The effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
[0207] In some embodiments, the sound source range identifier is also used to indicate at least one of the following information:
[0208] Sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the current time.
[0209] In some embodiments, the display position of the sound source range indicator indicates the direction of the sound source and the distance of the sound source;
[0210] The display style of the sound source range indicator indicates the sound source type and the duration from the end of the sound source to the current time.
[0211] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier;
[0212] The display style of the range boundary marker indicates the end of the sound source to the current duration;
[0213] The display style of the sound source type indicator indicates the sound source type.
[0214] In some embodiments, based on the position range indicated by the sound source range identifier, controlling the predicted landing point of the target virtual prop in the game scene includes:
[0215] Determine a first position point in the position range indicated by the sound source range identifier;
[0216] The predicted landing point of the target virtual prop in the game scene is determined based on the first position point.
[0217] In some embodiments, the effect information includes an effect area of the target virtual prop in the game scene, wherein the effect area is determined based on the predicted landing point and the action range corresponding to the target virtual prop.
[0218] In some embodiments, the action effect area includes a plurality of sub-areas, and different sub-areas correspond to different action parameters of the target virtual prop.
[0219] In some embodiments, the plurality of sub-areas are divided according to the distance from the center point of the action effect area; the farther the sub-area is from the center point, the smaller the corresponding action parameter.
[0220] In some embodiments, the action parameters include at least a damage value.
[0221] In some embodiments, the sound source range identifier includes a plurality of;
[0222] Based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, including:
[0223] Determine a target sound source range identifier based on the multiple sound source range identifiers;
[0224] Based on the position range indicated by the target sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled.
[0225] In some embodiments, determining a target sound source range identifier based on a plurality of sound source range identifiers includes:
[0226] The target sound source range identifier is determined based on the sound source range identifier that is closest to the controlled virtual object.
[0227] In some embodiments, determining a target sound source range identifier based on a plurality of sound source range identifiers includes:
[0228] In response to a selection operation on a plurality of sound source range identifiers, a target sound source range identifier is determined based on the selected sound source range identifier.
[0229] In some embodiments, the graphical user interface is provided with a crosshair mark, and the crosshair mark is used to assist aiming;
[0230] The target sound source range identifier is determined based on multiple sound source range identifiers, including:
[0231] In response to a movement operation on the crosshair mark, determining a second position point in the game scene corresponding to the crosshair mark after the movement;
[0232] A target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.
[0233] In some embodiments, displaying a sound source range identifier on a graphical user interface includes:
[0234] Obtain information of at least one historical sound source that appeared within a specified historical time period;
[0235] Based on the information of the historical sound sources, the sound source range identifier corresponding to the historical sound sources is displayed on the graphical user interface.
[0236] In some embodiments, the preparation for the projection event includes at least:
[0237] Based on a triggering action in the graphical user interface, projection controls are displayed.
[0238] In some embodiments, based on the position range indicated by the sound source range identifier, controlling the predicted landing point of the target virtual prop in the game scene includes:
[0239] In response to a trigger operation on the projection control, the predicted landing point of the target virtual prop in the game scene is controlled based on the position range indicated by the sound source range identifier.
[0240] In some embodiments, the method further comprises:
[0241] When the landing point of the target virtual prop is within the position range indicated by the sound source range identifier, the action effect information corresponding to the target virtual prop is displayed on the graphical user interface.
[0242] In some embodiments, after displaying the effect information corresponding to the target virtual prop, the method further includes:
[0243] In response to an adjustment operation on the predicted landing point, determining an adjusted predicted landing point;
[0244] Updated display of effect information based on adjusted predicted landing point.
[0245] In some embodiments, the sound source range identifier is displayed in the game scene.
[0246] In the embodiment of the present application, in response to a preparatory projection event for a target virtual prop, a sound source range identifier is displayed in a graphical user interface, and the range of the sound source range identifier in the graphical user interface is at least used to indicate the position range corresponding to the sound source in the game scene; based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, and the effect information is used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process to assist players in accurately projecting, thereby improving the player's gaming experience.
[0247] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0248] Optional, such as Fig.12 As shown, the computer device 600 further includes: a touch screen 603, a radio frequency circuit 604, an audio circuit 605, an input unit 606, and a power supply 607. The processor 601 is electrically connected to the touch screen 603, the radio frequency circuit 604, the audio circuit 605, the input unit 606, and the power supply 607, respectively. Those skilled in the art can understand that Fig.12 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.
[0249] The touch display screen 603 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 603 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the computer device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 601, and can receive the command sent by the processor 601 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 601 to determine the type of touch event, and then the processor 601 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 603 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 603 can also be used as a part of the input unit 606 to realize the input function.
[0250] The radio frequency circuit 604 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer device through wireless communication, and to send and receive signals between the network device or other computer device.
[0251] The audio circuit 605 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 605 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 605 and converted into audio data, and then the audio data is output to the processor 601 for processing, and then sent to another computer device through the radio frequency circuit 604, or the audio data is output to the memory 602 for further processing. The audio circuit 605 may also include an earplug jack to provide communication between an external headset and the computer device.
[0252] The input unit 606 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0253] The power supply 607 is used to supply power to various components of the computer device 600. Optionally, the power supply 607 can be logically connected to the processor 601 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 607 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
[0254] although Fig.12 Not shown, the computer device 600 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0255] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0256] As can be seen from the above, the computer device provided in this embodiment can display a sound source range identifier in a graphical user interface in response to a preparatory projection event for a target virtual prop, and the range of the sound source range identifier in the graphical user interface is at least used to indicate the position range corresponding to the sound source in the game scene; based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, and the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
[0257] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0258] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute the steps in any game control method provided in the embodiment of the present application. For example, the computer program can execute the following steps:
[0259] In response to a preparatory projection event for a target virtual prop, a sound source range identifier is displayed on a graphical user interface, wherein the sound source range identifier is used to indicate at least a position range corresponding to the sound source in a game scene within a range identified in the graphical user interface;
[0260] Based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed. The effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
[0261] In some embodiments, the sound source range identifier is also used to indicate at least one of the following information:
[0262] Sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the current time.
[0263] In some embodiments, the display position of the sound source range indicator indicates the direction of the sound source and the distance of the sound source;
[0264] The display style of the sound source range indicator indicates the sound source type and the duration from the end of the sound source to the current time.
[0265] In some embodiments, the sound source range identifier includes a range boundary identifier and a sound source type identifier;
[0266] The display style of the range boundary marker indicates the end of the sound source to the current duration;
[0267] The display style of the sound source type indicator indicates the sound source type.
[0268] In some embodiments, based on the position range indicated by the sound source range identifier, controlling the predicted landing point of the target virtual prop in the game scene includes:
[0269] Determine a first position point in the position range indicated by the sound source range identifier;
[0270] The predicted landing point of the target virtual prop in the game scene is determined based on the first position point.
[0271] In some embodiments, the effect information includes an effect area of the target virtual prop in the game scene, wherein the effect area is determined based on the predicted landing point and the action range corresponding to the target virtual prop.
[0272] In some embodiments, the action effect area includes a plurality of sub-areas, and different sub-areas correspond to different action parameters of the target virtual prop.
[0273] In some embodiments, the plurality of sub-areas are divided according to the distance from the center point of the action effect area; the farther the sub-area is from the center point, the smaller the corresponding action parameter.
[0274] In some embodiments, the action parameters include at least a damage value.
[0275] In some embodiments, the sound source range identifier includes a plurality of;
[0276] Based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, including:
[0277] Determine a target sound source range identifier based on the multiple sound source range identifiers;
[0278] Based on the position range indicated by the target sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled.
[0279] In some embodiments, determining a target sound source range identifier based on a plurality of sound source range identifiers includes:
[0280] The target sound source range identifier is determined based on the sound source range identifier that is closest to the controlled virtual object.
[0281] In some embodiments, determining a target sound source range identifier based on a plurality of sound source range identifiers includes:
[0282] In response to a selection operation on a plurality of sound source range identifiers, a target sound source range identifier is determined based on the selected sound source range identifier.
[0283] In some embodiments, the graphical user interface is provided with a crosshair mark, and the crosshair mark is used to assist aiming;
[0284] The target sound source range identifier is determined based on multiple sound source range identifiers, including:
[0285] In response to a movement operation on the crosshair mark, determining a second position point in the game scene corresponding to the crosshair mark after the movement;
[0286] A target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.
[0287] In some embodiments, displaying a sound source range identifier on a graphical user interface includes:
[0288] Obtain information of at least one historical sound source that appeared within a specified historical time period;
[0289] Based on the information of the historical sound sources, the sound source range identifier corresponding to the historical sound sources is displayed on the graphical user interface.
[0290] In some embodiments, the preparation for the projection event includes at least:
[0291] Based on a triggering action in the graphical user interface, projection controls are displayed.
[0292] In some embodiments, based on the position range indicated by the sound source range identifier, controlling the predicted landing point of the target virtual prop in the game scene includes:
[0293] In response to a trigger operation on the projection control, the predicted landing point of the target virtual prop in the game scene is controlled based on the position range indicated by the sound source range identifier.
[0294] In some embodiments, the method further comprises:
[0295] When the landing point of the target virtual prop is within the position range indicated by the sound source range identifier, the action effect information corresponding to the target virtual prop is displayed on the graphical user interface.
[0296] In some embodiments, the sound source range identifier is displayed in the game scene.
[0297] In some embodiments, after displaying the effect information corresponding to the target virtual prop, the method further includes:
[0298] In response to an adjustment operation on the predicted landing point, determining an adjusted predicted landing point;
[0299] Updated display of effect information based on adjusted predicted landing point.
[0300] In the embodiment of the present application, in response to a preparatory projection event for a target virtual prop, a sound source range identifier is displayed in a graphical user interface, and the range of the sound source range identifier in the graphical user interface is at least used to indicate the position range corresponding to the sound source in the game scene; based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, and the effect information is used to indicate the effect produced by the target virtual prop after the predicted landing point takes effect. In this way, the sound source range and the expected effect range can be visualized during the projection process to assist players in accurately projecting, thereby improving the player's gaming experience.
[0301] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0302] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0303] Since the computer program stored in the computer-readable storage medium can execute the steps in any game control method provided in the embodiments of the present application, the beneficial effects that can be achieved by any game control method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0304] The game control method, device, computer-readable storage medium and computer equipment provided in the embodiments of the present application are introduced in detail above. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. A game control method, characterized in that: Providing a graphical user interface through a terminal device, wherein the graphical user interface at least includes a portion of a game scene, the method comprising: In response to a preparatory projection event for a target virtual prop, displaying a sound source range identifier on the graphical user interface, wherein the sound source range identifier is used to indicate at least a position range corresponding to the sound source in the game scene within a range identified on the graphical user interface; Based on the position range indicated by the sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled, and the effect information corresponding to the target virtual prop is displayed, wherein the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
2. The method according to claim 1, characterized in that: The sound source range identifier is also used to indicate at least one of the following information: Sound source direction, sound source distance, sound source type, and duration from the end of the sound source to the current time.
3. The method according to claim 2, characterized in that The display position of the sound source range mark indicates the sound source direction and the sound source distance; The display style of the sound source range identifier indicates the sound source type and the duration from the end of the sound source to the current time.
4. The method according to claim 3, characterized in that The sound source range identifier includes a range boundary identifier and a sound source type identifier; The display style of the range boundary mark indicates the duration from the end of the sound source to the current time; The display style of the sound source type identifier indicates the sound source type.
5. The method according to claim 1, characterized in that The controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier includes: Determine a first position point in the position range indicated by the sound source range identifier; The predicted landing point of the target virtual prop in the game scene is determined based on the first position point.
6. The method according to claim 1, characterized in that The action effect information includes an action effect area of the target virtual prop in the game scene, wherein the action effect area is determined based on the predicted landing point and an action range corresponding to the target virtual prop.
7. The method according to claim 6, characterized in that The action effect area includes a plurality of sub-areas, and different sub-areas correspond to different action parameters of the target virtual prop.
8. The method according to claim 7, characterized in that The multiple sub-areas are divided according to the distances from the center point of the action effect area; the farther the sub-area is from the center point, the smaller the corresponding action parameter.
9. The method according to claim 1, characterized in that: The sound source range identifier includes multiple ones; The controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier includes: Determine a target sound source range identifier based on the multiple sound source range identifiers; Based on the position range indicated by the target sound source range identifier, the predicted landing point of the target virtual prop in the game scene is controlled.
10. The method according to claim 9, characterized in that The step of determining a target sound source range identifier based on a plurality of sound source range identifiers includes: The target sound source range identifier is determined based on the sound source range identifier that is closest to the controlled virtual object.
11. The method according to claim 9, characterized in that The step of determining a target sound source range identifier based on a plurality of sound source range identifiers includes: In response to a selection operation on the plurality of sound source range identifiers, the target sound source range identifier is determined based on the selected sound source range identifier.
12. The method according to claim 9, characterized in that The graphical user interface is provided with a crosshair mark; The step of determining a target sound source range identifier based on a plurality of sound source range identifiers includes: In response to a movement operation on the crosshair mark, determining a second position point in the game scene corresponding to the crosshair mark after the movement; The target sound source range identifier is determined based on the sound source range identifier that is closest to the second location point.
13. The method according to claim 1, characterized in that The step of displaying the sound source range identifier on the graphical user interface includes: Obtain information of at least one historical sound source that appeared within a specified historical time period; Based on the information of the historical sound source, a sound source range identifier corresponding to the historical sound source is displayed on the graphical user interface.
14. The method according to claim 1, characterized in that The preparation projection event at least includes: According to a triggering operation in the graphical user interface, a projection control is displayed.
15. The method according to claim 14, characterized in that The controlling the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier includes: In response to a trigger operation on the projection control, the predicted landing point of the target virtual prop in the game scene is controlled based on the position range indicated by the sound source range identifier.
16. The method according to claim 1, characterized in that The method further comprises: When the landing point of the target virtual prop is within the position range indicated by the sound source range identifier, the action effect information corresponding to the target virtual prop is displayed on the graphical user interface.
17. The method according to claim 1, characterized in that After displaying the effect information corresponding to the target virtual prop, the method further includes: In response to the adjustment operation on the predicted landing point, determining an adjusted predicted landing point; Updated display of action effect information based on adjusted predicted landing point.
18. The method according to claim 1, characterized in that The sound source range identifier is displayed in the game scene.
19. A game control device, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface at least includes a part of a game scene, and the apparatus includes: A first display unit, configured to display a sound source range identifier on the graphical user interface in response to a preparatory projection event for a target virtual prop, wherein the sound source range identifier is used to indicate at least a position range corresponding to the sound source in the game scene within a range identified on the graphical user interface; The second display unit is used to control the predicted landing point of the target virtual prop in the game scene based on the position range indicated by the sound source range identifier, and to display the effect information corresponding to the target virtual prop, wherein the effect information is used to indicate the effect of the target virtual prop after the predicted landing point takes effect.
20. A computer device, characterized in that: The invention comprises a memory, a processor and a computer program stored in the memory and running on the processor, wherein when the processor executes the program, the game control method according to any one of claims 1 to 18 is implemented.
21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the game control method according to any one of claims 1 to 18.
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