A game interaction method and device, electronic equipment and storage medium
By displaying shooting deviation prompts in shooting games, players can adjust their aim, which solves the problem of low shooting accuracy caused by the scattering of virtual shooting props and improves the game's interactive experience.
Patent Information
- Application Number
- CN202510326123.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-19
- Publication Date
- 2026-01-02
- Estimated Expiration
- 2045-03-19
AI Technical Summary
In shooting games, the scattering of virtual shooting props makes it difficult for players to quickly and accurately aim at targets, resulting in low shooting accuracy and aiming efficiency, which affects the game's interactive experience.
By obtaining the predicted shooting position corresponding to the crosshair position of the virtual shooting prop and displaying shooting deviation prompts on the graphical user interface, players can adjust their aiming point to achieve accurate shooting.
It improves the shooting accuracy and aiming efficiency of players in shooting operations, and enhances the game's interactive experience.
Smart Images

Figure CN119896856B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of games, in particular to a game interaction method and device, an electronic device and a storage medium. BACKGROUND
[0002] In order to meet people's pursuit of spiritual life, entertainment games capable of being operated on terminals have emerged as the times require, such as multiplayer online action games, role-playing games, tactical competitive games or first-person shooting games (FPS) and the like developed based on a client or server architecture. In the games, players can manipulate virtual characters in the screen to play the games, and can perform operations such as walking, running, jumping, picking up props and fighting in the game scene based on the first-person view or the third-person view of the characters operated by the players, so that the players can experience the visual impact brought by the games in a first-person view, greatly enhancing the initiative and realism of the games.
[0003] In the current shooting games, virtual objects controlled by players usually fight against each other through virtual shooting props, for example, a virtual gun is aimed at an enemy virtual object to cause damage to eliminate the enemy virtual object. However, in the process of controlling a controlled virtual character to use a virtual shooting prop to aim and shoot at other virtual objects, in order to simulate a real shooting scene, the attack props fired by the virtual shooting prop when shooting will be scattered. For example, the virtual bullets fired by the virtual gun when shooting may not fly in a straight line, but will slightly deviate from the aiming point of the virtual gun and spread in different directions. The actual shooting position of the current aiming point may not completely coincide with the target position that the player wants to shoot, and the player cannot quickly and accurately adjust the aiming point to accurately shoot at the target position, so that the shooting accuracy of the player when aiming and shooting is low, the aiming efficiency is low, and the game interaction experience of the player is poor. SUMMARY
[0004] The embodiments of the present application provide a game interaction method and device, an electronic device and a storage medium. When a player controls the center of a virtual shooting prop to aim at a target virtual object, a predicted shooting position corresponding to a current center position is obtained, and a shooting deviation prompt is displayed on a graphical user interface based on the predicted shooting position and the current center position, so that the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when aiming and shooting, improving the aiming efficiency, and thereby improving the game interaction experience of the player.
[0005] In a first aspect, the embodiments of the present application provide a game interaction method. A graphical user interface is provided by a terminal device, the graphical user interface comprising at least part of a virtual scene and at least part of a controlled virtual object in the virtual scene controlled and operated by the terminal device, the graphical user interface further comprising a virtual shooting prop currently held and used by the controlled virtual object, and the method comprises:
[0006] displaying, by the graphical user interface, a center of the virtual shooting prop;
[0007] if the center is aimed at a target virtual object, acquiring a predicted shooting position of the virtual shooting prop in the virtual scene at a current center position;
[0008] displaying, by a second display unit, a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current center position, wherein the shooting deviation prompt is used to indicate a shooting deviation of the virtual shooting prop when shooting at the target virtual object.
[0009] In a second aspect, the embodiments of the present application provide a game interaction apparatus. A graphical user interface is provided by a terminal device, the graphical user interface comprising at least part of a virtual scene and at least part of a controlled virtual object in the virtual scene controlled and operated by the terminal device, the graphical user interface further comprising a virtual shooting prop currently held and used by the controlled virtual object, and the apparatus comprises:
[0010] a first display unit configured to display, by the graphical user interface, a center of the virtual shooting prop;
[0011] an acquisition unit configured to, if the center is aimed at a target virtual object, acquire a predicted shooting position of the virtual shooting prop in the virtual scene at a current center position;
[0012] a second display unit configured to display, by the graphical user interface, a shooting deviation prompt based on the predicted shooting position and the current center position, wherein the shooting deviation prompt is used to indicate a shooting deviation of the virtual shooting prop when shooting at the target virtual object.
[0013] In a third aspect, the embodiments of the present application further provide an electronic device, comprising a memory storing a plurality of instructions, and a processor loading the instructions from the memory to perform steps of any of the game interaction methods provided by the embodiments of the present application.
[0014] In a fourth aspect, the embodiments of the present application further provide a computer-readable storage medium, the computer-readable storage medium storing a plurality of instructions, and the instructions being adapted to be loaded by a processor to perform steps of any of the game interaction methods provided by the embodiments of the present application.
[0015] In a fifth aspect, an embodiment of the present application further provides a computer program product, comprising a computer program or instructions, which, when executed by a processor, implement the steps of any of the game interaction methods provided by the embodiments of the present application.
[0016] By adopting the scheme of the embodiments of the present application, when the player controls the virtual shooting prop to aim at the target virtual object, the predicted shooting position corresponding to the current aiming point position is obtained, and the shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current aiming point position, so that the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy when the player performs the aiming and shooting operation, improving the aiming efficiency, and thus improving the game interaction experience of the player. BRIEF DESCRIPTION OF DRAWINGS
[0017] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.
[0018] Figure 1 is a scene schematic diagram of the game interaction system provided by the embodiments of the present application;
[0019] Figure 2 is a flowchart of an embodiment of the game interaction method provided by the embodiments of the present application;
[0020] Figure 3 is a scene schematic diagram of the game interaction method provided by the embodiments of the present application;
[0021] Figure 4 is another scene schematic diagram of the game interaction method provided by the embodiments of the present application;
[0022] Figure 5 is another scene schematic diagram of the game interaction method provided by the embodiments of the present application;
[0023] Figure 6 is another scene schematic diagram of the game interaction method provided by the embodiments of the present application;
[0024] Figure 7 is another scene schematic diagram of the game interaction method provided by the embodiments of the present application;
[0025] Figure 8 is another scene schematic diagram of the game interaction method provided by the embodiments of the present application;
[0026] Figure 9is another scenario of a game interaction method provided by an embodiment of the present application;
[0027] Figure 10 is a structural diagram of a game interaction device provided by an embodiment of the present application;
[0028] Figure 11 is a structural diagram of an electronic device provided by an embodiment of the present application. DETAILED DESCRIPTION
[0029] The technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only some of the embodiments of the present application, but not all the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by a person of ordinary skill in the art without creative work fall within the scope of protection of the present application. Meanwhile, in the description of the embodiments of the present application, the terms "first", "second", and the like are only used for distinguishing description, and cannot be understood as indicating or implying relative importance. Therefore, the features with "first" and "second" can explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise specifically limited.
[0030] The embodiments of the present application provide a game interaction method, device, electronic device, and computer readable storage medium. Specifically, the embodiments will be described from the perspective of a game interaction device, which can be integrated in an electronic device, that is, the game interaction method of the embodiments of the present application can be executed by an electronic device. Optionally, the electronic device can include a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a notebook computer, a game console, or a personal computer (PC) and the like.
[0031] The game interaction method provided by the embodiments of the present application can be applied to a game interaction system. The game interaction system can include a player terminal device and a server. The terminal device can be a device that includes receiving and transmitting hardware, that is, a device with receiving and transmitting hardware capable of performing bidirectional communication on a bidirectional communication link. The player terminal device and the server can perform bidirectional communication through a network.
[0032] Optionally, the server can be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets, or a cloud server composed of a plurality of servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0033] The game interaction method in one embodiment of the present disclosure can run on a local terminal device or a server. When the game interaction method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises a server and a client device.
[0034] For example, when the game interaction method runs on a terminal, the terminal device stores a game application and is used to present a virtual scene in a game picture. The terminal device is used to interact with a user through a graphical user interface, for example, by downloading and installing the game application on the terminal device and running the game application. The terminal device can provide the graphical user interface to the user in various ways, for example, the graphical user interface can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented by holographic projection. For example, the terminal device can comprise a touch display screen and a processor, the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface, the graphical user interface comprises a game picture, and the processor is used to run the game, generate the graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.
[0035] For example, when the game interaction method runs on the server, the game can be cloud gaming. Cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of the game application and the presentation subject of the game picture are separated, and the storage and running of the game interaction method are completed on the cloud gaming server. The presentation of the game picture is completed on the client side of the cloud gaming, and the cloud gaming client is mainly used for receiving and sending game data and presenting game pictures. For example, the cloud gaming client can be a display device close to the user side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc., but the terminal device for game data processing is the cloud gaming server on the cloud side. When playing the game, the user operates the cloud gaming client to send operation instructions to the cloud gaming server, the cloud gaming server runs the game according to the operation instructions, encodes and compresses the game picture and other data, returns the data to the cloud gaming client through the network, and finally decodes and outputs the game picture through the cloud gaming client.
[0036] Please refer to Figure 1 , Figure 1A scene schematic diagram of a game interaction system provided by an embodiment of the present application. The system can include at least one terminal, at least one server, at least one database, and a network. The terminal held by a user can be connected to the server of different games through the network. The terminal is any device with computing hardware capable of supporting and executing the software product corresponding to the game. 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 through different servers. The network can be a wireless network or a wired network, such as a wireless network being 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 can also use their own Bluetooth networks or hotspot networks to connect to other terminals or servers, etc. For example, multiple users can be online through different terminals to support multi-player games by connecting through appropriate networks and synchronizing with each other. In addition, the system can include multiple databases, which are coupled to different servers and can continuously store information related to the game environment in the database when different users are online for multi-player games.
[0037] The embodiment of the present application provides a game interaction method, which can be executed by a terminal or a server. The embodiment of the present application is described by taking the game interaction method executed by the terminal as an example. The terminal can include a touch display screen and a processor (of course, the terminal can also use a mouse, a keyboard, etc. as an input device, and here only the touch display screen is taken as an example for description), 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 content of the terminal locally in response to the received operation instruction, or control the content of the server at the other end in response 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 for starting the game application provided by the user. In addition, the processor is configured to render and draw the graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch screen capable of sensing the touch or sliding operation of multiple points on the screen simultaneously. The user uses a finger to perform a touch operation on the graphical user interface, and the graphical user interface controls different virtual objects in the graphical user interface of the game to perform actions corresponding to the touch operation when the touch operation is detected.
[0038] It should be noted that, Figure 1The scene schematic diagram of the game interaction system shown is only an example, the game interaction system and the scene described in the embodiments of the present application are used to more clearly illustrate the technical solutions of the embodiments of the present application, and do not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those skilled in the art can know that, with the emergence of new business scenarios, the technical solutions provided by the embodiments of the present application are also applicable to similar technical problems.
[0039] The embodiments of the present application provide a game interaction method, which can be executed by a terminal or a server. The embodiments of the present application take the game interaction method executed by a terminal as an example to illustrate that a graphical user interface can be provided by a terminal device, the graphical user interface includes at least part of a virtual scene and a controlled virtual object in the virtual scene controlled by the terminal device. The graphical user interface, the virtual scene, and the virtual object are described below.
[0040] The game scene (or virtual scene) is a virtual scene displayed (or provided) by an application running on a terminal or a server. Optionally, the virtual scene is a simulation environment of the real world, or a virtual environment that is half-simulated and half-fictitious, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be a sky, a land, a sea, etc., wherein the land includes desert, city, and other environmental elements. The virtual scene is a scene in which a user controls the complete game logic of a virtual object. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for a player to control a virtual object to fight. An example of a virtual scene can include at least one of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D card game, the virtual scene is a scene for displaying a released card or a virtual object corresponding to the card. An example of a virtual scene can include a stage, a battlefield, or other "field" elements or other elements that can display the state of a card battle. For a 2D or 3D multiplayer online tactical competitive game, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. An example of a virtual scene can include elements such as a canyon-style mountain range, a line, a river, a classroom, a table and chair, and a podium.
[0041] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering the graphical user interface on a display, which can be a display screen interface of the terminal device. The graphical user interface can present the entire game scene or only a part of the game scene. The game scene includes a plurality of static virtual objects, specifically including ground, mountains, stone bodies, vegetation, buildings, etc. When the game scene is relatively large, only a part of the game scene is displayed on the graphical user interface of the terminal device in the process of the game. Optionally, the game scene includes a game character, which can be a game character controlled by a player or an NPC (abbreviation of Non-Player Character, which is a type of character in a game, meaning a non-player character), and the present exemplary embodiments are not limited. The graphical user interface can include a UI interface for interaction by the player and a game picture. In an optional implementation, the UI interface can include game controls (such as skill controls, movement controls, function controls, etc.), indication marks (such as direction indication marks, character indication marks, etc.), information display areas (such as kill numbers, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game picture is a display picture corresponding to the virtual scene displayed by the terminal device, and the game picture can include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.
[0042] The game object (or virtual object, game character) refers to a dynamic object that can be controlled in a virtual scene. Alternatively, the dynamic object can be a virtual person, a virtual animal, an animation character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment for a battle, or a non-player character (NPC) set in a virtual scene for a battle. Alternatively, the virtual object is a virtual person competing in a virtual scene. Alternatively, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, which is not limited in the embodiments of the present application. In a possible implementation manner, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual props, etc. provided by the application to fight with other virtual objects. The (game) prop refers to a prop that can be used by a virtual object in a virtual environment, including but not limited to firearms, cold weapons, hand grenades, shields, jumping boards, puppets, etc. The virtual object can use the virtual object to speed up its attributes, assist in combat, or launch damage to other virtual objects. The virtual prop can also be a supply prop such as a bullet, and can also be a accessory such as an extended magazine, a sighting magnifier, a flame arrester, a buttstock, etc. The virtual camera is a necessary component of a game scene picture, used for presentation of a game scene picture. There is at least one virtual camera corresponding to a game scene, and there can be two or more virtual cameras according to actual needs, as a window for game rendering, capturing and presenting picture content of a game world for a player. The player's viewing angle of the game world can be adjusted by setting parameters of the virtual camera, such as a first-person perspective and a third-person perspective.
[0043] The embodiments will be described in detail below with reference to the accompanying drawings. In the embodiments, the execution subject is a terminal device. It should be noted that the sequence of the embodiments described below is not intended to limit the preferred sequence of the embodiments. Although a logical sequence is shown in the flowcharts, in some cases, the steps shown or described can be performed in an order different from that shown in the accompanying drawings.
[0044] Please refer to Figure 2 , Figure 2 A flowchart of a game interaction method provided by the embodiments of the present application is shown in FIG. 1. The specific process of the game interaction method can include the following steps 101 to 103.
[0045] 101, display the aiming point of the virtual shooting prop through the graphical user interface.
[0046] For example, please refer to Figure 3In the embodiments of the present application, a graphical user interface can be provided by the terminal device, the graphical user interface including at least part of a virtual scene, a part of a controlled virtual object in the virtual scene controlled by the terminal device, the controlled virtual object being equipped with at least one virtual shooting prop, at which time the controlled virtual object can hold the virtual shooting prop, and the graphical user interface further including at least part of a virtual shooting prop currently held and used by the controlled virtual object. Further, the player can aim at a target virtual object through an aiming operation, for example, by opening a virtual sight after aiming at the virtual sight, a reticle is displayed on the graphical user interface, and the player can aim at a virtual object as a target virtual object by moving the reticle.
[0047] The reticle in the shooting game is an icon or an identifier for aiming and shooting, and is usually displayed on the graphical user interface when the player controls the controlled virtual object to be equipped with the virtual shooting prop and uses the virtual shooting prop. Specifically, the reticle is a reference point for the player to shoot using the virtual shooting prop in the game, and the position and change of the reticle can help the player to accurately aim at the target virtual object and shoot. The style and characteristics of the reticle can vary from game to game, for example, the reticle can be a small dot, a cross line, a circle or an icon of other shapes, and some shooting games also provide an option for customizing the reticle, which can be adjusted by the player according to his own game preferences.
[0048] In the embodiments of the present application, the computer device can determine a target shooting position in the virtual scene according to the reticle of the controlled virtual object, and specifically, the target shooting position can be determined according to the target virtual object or the virtual scene position aimed at by the reticle of the controlled virtual object.
[0049] Specifically, the virtual shooting prop can include a virtual firearm or a virtual weapon, for example, the virtual firearm can include a virtual sniper rifle, a virtual rifle, a virtual submachine gun, and a virtual pistol, etc.; the virtual weapon can include a virtual bow and arrow, a virtual crossbow, a virtual blowpipe, etc.; the above virtual shooting props can be opened to perform the aiming operation after being equipped with the virtual sight. Wherein, opening is to switch the view angle of the controlled virtual object to the state of using the virtual sight to aim in the shooting game by pressing the opening control or performing a specific gesture, and after opening, the virtual sight can be presented to the player to observe the field of view picture of the target scene position at the target magnification.
[0050] Further, the virtual sight refers to a sight used in a shooting game to simulate a real shooting, such as a holographic sight, a red dot sight, a 2x scope, a 4x scope, or a 8x scope or a higher magnification scope, etc. The virtual sight is usually used in combination with a center, and the virtual sight can provide a clearer and more accurate target view for the player to better aim at a target virtual object by displaying an icon or a mark similar to an actual sight on a graphical user interface.
[0051] 102, if the center aims at the target virtual object, obtaining a predicted shooting position of the virtual shooting prop in the virtual scene at a current center position.
[0052] In the embodiments of the present application, if the center aims at the target virtual object, a predicted shooting position of the virtual shooting prop in the virtual scene at the current center position can be obtained, or a historical shooting position of the virtual shooting prop in the virtual scene at the current center position can be obtained as the predicted shooting position.
[0053] In an embodiment, the step "if the center aims at the target virtual object, obtaining a predicted shooting position of the virtual shooting prop in the virtual scene at a current center position", the method can comprise:
[0054] If the center aims at the target virtual object, a historical shooting position of the virtual shooting prop in the virtual scene at the current center position is obtained, and the historical shooting position is taken as the predicted shooting position.
[0055] Optionally, the player can control the virtual shooting prop to perform a continuous shooting operation based on a current center position of the center, and the computer device determines a landing position of a virtual attack prop shot by the virtual shooting prop after at least one shooting of the virtual shooting prop in the virtual scene as a predicted shooting position based on the current center position of the center in response to the continuous shooting operation of the virtual shooting prop.
[0056] 103, based on the predicted shooting position and the current center position, displaying a shooting deviation prompt on the graphical user interface, wherein the shooting deviation prompt is used to indicate a shooting deviation of the virtual shooting prop when shooting the target virtual object.
[0057] In the embodiments of the present application, the computer device can display a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current center position, for example, please refer to Figure 4, the computer device can generate a circular prompt region and text prompt information "please control the circular prompt region to be close to the target virtual object to improve the shooting accuracy" based on the predicted shooting position and the current aiming point position, wherein the predicted shooting position and the current aiming point position are located on the edge contour line of the circular prompt region, and the text prompt information is used to prompt the player that the closer the circular prompt region is to the target virtual object (or the larger the overlapping area of the circular prompt region and the target virtual object is), the smaller the shooting deviation of the virtual shooting prop when shooting the target virtual object is.
[0058] In summary, the embodiment of the present application provides a game interaction method, which displays the aiming point of the virtual shooting prop through the graphical user interface; if the aiming point aims at the target virtual object, the predicted shooting position of the virtual shooting prop in the virtual scene at the current aiming point position is obtained; and the shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current aiming point position, wherein the shooting deviation prompt is used to indicate the shooting deviation of the virtual shooting prop when shooting the target virtual object. By adopting the scheme of the embodiment of the present application, when the player controls the aiming point of the virtual shooting prop to aim at the target virtual object, the predicted shooting position corresponding to the current aiming point position is obtained, and the shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current aiming point position, so that the player can quickly and accurately adjust the aiming point to accurately shoot the target position, thereby improving the shooting accuracy when the player performs the aiming and shooting operation, improving the aiming efficiency, and improving the game interaction experience of the player.
[0059] According to the above introduction, the game interaction method of the present application will be further illustrated by examples as follows.
[0060] In an embodiment, the step of "displaying the shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current aiming point position" comprises:
[0061] obtaining the display position of the target virtual object;
[0062] generating the shooting deviation prompt based on the display position, the predicted shooting position and the current aiming point position, and displaying the shooting deviation prompt on the graphical user interface.
[0063] Further, the step of "generating the shooting deviation prompt based on the display position, the predicted shooting position and the current aiming point position" comprises:
[0064] obtaining the target reference point associated with the display position;
[0065] The target reference point, the predicted shooting position and the current aiming point position are connected two by two to generate a target polygon region, and the target polygon region is taken as a shooting deviation prompt, wherein the size of the target polygon region changes with changes in the current aiming point position and / or the display position.
[0066] For example, please refer to Figure 5 When the computer device detects the aiming target virtual object, a target reference point associated with the display position of the target virtual object is acquired, the target reference point can be located at a specified position of the target virtual object, then the target reference point, the predicted shooting position and the current aiming point position are connected two by two to generate a target polygon region, and a text prompt information "please control the triangle prompt region to be close to the target virtual object to improve the shooting accuracy" is displayed on the graphical user interface, specifically, a triangle prompt region can be generated, and the triangle prompt region is taken as a shooting deviation prompt, and the text prompt information is used to prompt the player that the closer the triangle prompt region is to the target virtual object, the smaller the shooting deviation of the virtual shooting prop when shooting the target virtual object.
[0067] Further, the method further comprises:
[0068] In response to a movement operation for the aiming point, the target polygon region is adjusted based on the movement operation to display an adjusted target polygon region on the graphical user interface.
[0069] Further, please refer to Figure 6 The player can move the aiming point to a new aiming point position according to the triangle prompt region and the dotted arrow, the computer device determines a new predicted shooting position based on the movement operation for the aiming point in response to the movement operation for the aiming point, and an adjusted triangle prompt region is generated by connecting the target reference point, the new predicted shooting position and the new aiming point position two by two to display the adjusted triangle prompt region on the graphical user interface.
[0070] Optionally, the method can comprise:
[0071] If the target virtual object moves and the target virtual object does not move out of the preset range corresponding to the aiming point, the aiming point is automatically controlled to follow the target virtual object to move and continuously aim at the target virtual object, and the target polygon region follows the target virtual object to move.
[0072] For example, other players can control a target virtual object to move, when detecting that the target virtual object moves, and the target virtual object does not deviate from the preset range corresponding to the aiming center, the aiming center is automatically controlled to follow the target virtual object to move, and continuously aims at the target virtual object, and the target polygon region follows the target virtual object to move, so that the player can be continuously prompted for shooting deviation.
[0073] In an embodiment, the step of "generating a shooting deviation prompt based on the display position, the predicted shooting position and the current aiming center position, and displaying the shooting deviation prompt on the graphical user interface", the method can comprise:
[0074] Obtaining a target sub-reference point of at least one preset part of the target virtual object;
[0075] Generating a shooting deviation prompt based on the target sub-reference point of the preset part, the predicted shooting position and the current aiming center position, and displaying the shooting deviation prompt on the graphical user interface.
[0076] Specifically, the preset parts of the target virtual object can include head, chest, hand and foot, and each preset part is provided with a target sub-reference point, and the computer device can generate a corresponding target polygon region according to the target sub-reference point of each preset part, so as to prompt the player.
[0077] For example, referring to Figure 7 , the preset parts of the target virtual object can include head, chest and foot, the head is provided with a first target sub-reference point, the chest is provided with a second target sub-reference point, and the foot is provided with a third target sub-reference point; Then, the computer device generates a first triangular prompt region based on the first target sub-reference point, the predicted shooting position and the current aiming center position, the computer device generates a second triangular prompt region based on the second target sub-reference point, the predicted shooting position and the current aiming center position, and the computer device generates a third triangular prompt region based on the third target sub-reference point, the predicted shooting position and the current aiming center position.
[0078] In an embodiment, the method further comprises:
[0079] Determining a reference point adjustment parameter based on the shooting deviation prompt and the target reference point;
[0080] Adjusting the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point;
[0081] generate aiming prompt information based on the new target reference point, wherein the aiming prompt information is used to prompt the player to control the reticle to move to a position indicated by the aiming prompt information.
[0082] Optionally, the step of "generating aiming prompt information based on the new target reference point" can include:
[0083] acquiring an object contour of the target virtual object;
[0084] generating aiming prompt information based on the object contour and the display position of the new target reference point.
[0085] For example, referring to Figure 8 , the computer device can determine a reference point adjustment parameter based on the shooting deviation prompt and the target reference point, adjust the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point, and then acquire an object contour of the target virtual object, generate aiming prompt information based on the object contour and the display position of the new target reference point, wherein the aiming prompt information is used to prompt the player to control the reticle to move to a position indicated by the aiming prompt information, that is, prompt the player to control the reticle to move to the aiming prompt information (that is, the shadow area of the object contour) so that the reticle falls within the shadow area, thereby prompting the accuracy of the shooting.
[0086] In an embodiment, the step of "displaying a shooting deviation prompt based on the predicted shooting position and the current reticle position on the graphical user interface" can include:
[0087] acquiring relative direction information between the predicted shooting position and the current reticle position;
[0088] determining target direction information based on the relative direction information, and taking the target direction information as the shooting deviation prompt, wherein the target direction information is used to prompt the direction and / or distance of movement required for the player to control the reticle.
[0089] For example, referring to Figure 9 , the computer device can acquire relative direction information between the predicted shooting position and the current reticle position, determine target direction information based on the relative direction information, that is Figure 9 the dashed arrow shown in , and take the target direction information as the shooting deviation prompt, which is used to prompt the direction and / or distance of movement required for the player to control the reticle, that is, indicate that the player needs to move the reticle to the end position of the arrow at least along the direction indicated by the dashed arrow.
[0090] In an embodiment, the method further includes:
[0091] The shooting trajectory information is displayed based on the predicted shooting position and the current crosshair position, wherein the shooting trajectory information is used to indicate the attack path when the virtual shooting prop fires.
[0092] In summary, this application provides a game interaction method that displays the crosshair of a virtual shooting tool through a graphical user interface; if the crosshair is aimed at a target virtual object, the predicted shooting position of the virtual shooting tool in the virtual scene at the current crosshair position is obtained; based on the predicted shooting position and the current crosshair position, a shooting deviation prompt is displayed on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting tool shoots at the target virtual object. By adopting the solution of this application embodiment, when the player controls the crosshair of the virtual shooting tool to aim at the target virtual object, the predicted shooting position corresponding to the current crosshair position is obtained, and a shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current crosshair position. This allows the player to quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy and aiming efficiency when the player is aiming and shooting, and thus enhancing the player's game interaction experience.
[0093] This embodiment also provides a game interaction device, which can be integrated into a terminal device. For example, such as Figure 10 As shown, the game interaction device may include:
[0094] The first display unit 201 is used to display the crosshair of the virtual shooting prop through the graphical user interface;
[0095] The acquisition unit 202 is used to acquire the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position if the crosshair is aimed at the target virtual object;
[0096] The second display unit 203 is used to display a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current crosshair position, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop shoots at the target virtual object.
[0097] In some embodiments, the game interaction device includes a processing subunit for:
[0098] Obtain the display position of the target virtual object;
[0099] A shooting deviation prompt is generated based on the display position, the predicted shooting position, and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
[0100] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0101] obtain a target reference point associated with the display position;
[0102] connect the target reference point, the predicted shooting position and the current aiming point position two by two to generate a target polygon region, and use the target polygon region as a shooting deviation prompt, wherein the size of the target polygon region changes with changes in the current aiming point position and / or the display position.
[0103] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0104] in response to a movement operation for the aiming point, adjust the target polygon region based on the movement operation to display an adjusted target polygon region on the graphical user interface.
[0105] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0106] if the target virtual object moves and the target virtual object does not move out of the preset range corresponding to the aiming point, automatically control the aiming point to follow the target virtual object and continuously aim at the target virtual object, and the target polygon region follows the target virtual object.
[0107] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0108] obtain a target sub-reference point of at least one preset part of the target virtual object;
[0109] generate a shooting deviation prompt based on the target sub-reference point of the preset part, the predicted shooting position and the current aiming point position, and display the shooting deviation prompt on the graphical user interface.
[0110] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0111] determine a reference point adjustment parameter based on the shooting deviation prompt and the target reference point;
[0112] adjust the display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point;
[0113] generate aiming prompt information based on the new target reference point, wherein the aiming prompt information is used to prompt the player to control the aiming point to move to a position indicated by the aiming prompt information.
[0114] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0115] obtain an object contour of the target virtual object;
[0116] generate aiming prompt information based on the object contour and a display position of the new target reference point.
[0117] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0118] obtain relative direction information between the predicted shooting position and the current aiming point position;
[0119] determine target direction information based on the relative direction information, and use the target direction information as the shooting deviation prompt, wherein the target direction information is used to prompt the player to control the aiming point to move in a direction and / or distance.
[0120] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0121] display shooting trajectory information based on the predicted shooting position and the current aiming point position, wherein the shooting trajectory information is used to indicate an attack path of the virtual shooting prop when shooting.
[0122] In some embodiments, the game interaction apparatus comprises a processing subunit configured to:
[0123] if the aiming point aims at a target virtual object, obtain a historical shooting position of the virtual shooting prop in the virtual scene at the current aiming point position, and use the historical shooting position as the predicted shooting position.
[0124] Embodiments of the present application disclose a game interaction apparatus. A first display unit 201 displays an aiming point of a virtual shooting prop through a graphical user interface. An obtaining unit 202 obtains a predicted shooting position of the virtual shooting prop in a virtual scene at a current aiming point position if the aiming point aims at a target virtual object. A second display unit 203 displays a shooting deviation prompt based on the predicted shooting position and the current aiming point position in the graphical user interface, wherein the shooting deviation prompt is used to indicate a shooting deviation of the virtual shooting prop when shooting at the target virtual object. Embodiments of the present application obtain a predicted shooting position corresponding to a current aiming point position when a player controls an aiming point of a virtual shooting prop to aim at a target virtual object, and display a shooting deviation prompt based on the predicted shooting position and the current aiming point position in a graphical user interface, so that the player can quickly and accurately adjust the aiming point to accurately shoot at a target position, thereby improving shooting accuracy when the player performs an aiming and shooting operation, improving aiming efficiency, and improving the game interaction experience of the player.
[0125] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.
[0126] like Figure 11 As shown, Figure 11 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
[0127] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 302, and by calling data stored in the memory 302, it executes various functions and processes data of the electronic device 300, thereby providing overall monitoring of the electronic device 300. The processor 301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.
[0128] In this embodiment, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions, such as:
[0129] The crosshair of the virtual shooting tool is displayed through the graphical user interface;
[0130] If the crosshair is aimed at the target virtual object, obtain the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position;
[0131] display a shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current aiming point position, wherein the shooting deviation prompt is used to indicate a shooting deviation when the virtual shooting prop shoots the target virtual object.
[0132] In an embodiment, the displaying the shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current aiming point position comprises:
[0133] obtaining a display position of the target virtual object;
[0134] generating a shooting deviation prompt based on the display position, the predicted shooting position and the current aiming point position, and displaying the shooting deviation prompt on the graphical user interface.
[0135] In an embodiment, the generating the shooting deviation prompt based on the display position, the predicted shooting position and the current aiming point position comprises:
[0136] obtaining a target reference point associated with the display position;
[0137] connecting the target reference point, the predicted shooting position and the current aiming point position two by two to generate a target polygonal region, and taking the target polygonal region as the shooting deviation prompt, wherein a size of the target polygonal region changes with changes in the current aiming point position and / or the display position.
[0138] In an embodiment, the method further comprises:
[0139] in response to a movement operation on the aiming point, adjusting the target polygonal region based on the movement operation to display an adjusted target polygonal region on the graphical user interface.
[0140] In an embodiment, the method further comprises:
[0141] if the target virtual object moves and the target virtual object does not move out of a preset range corresponding to the aiming point, automatically controlling the aiming point to follow the target virtual object to move and continuously aim at the target virtual object, and the target polygonal region to follow the target virtual object to move.
[0142] In an embodiment, the generating the shooting deviation prompt based on the display position, the predicted shooting position and the current aiming point position, and displaying the shooting deviation prompt on the graphical user interface comprises:
[0143] obtaining a target sub-reference point of at least one preset part of the target virtual object;
[0144] generate a shooting deviation prompt based on the target sub-reference point of the preset position, the predicted shooting position and the current aiming point position, and display the shooting deviation prompt on the graphical user interface.
[0145] In an embodiment, the method further comprises:
[0146] determining a reference point adjustment parameter based on the shooting deviation prompt and the target reference point;
[0147] adjusting a display position of the target reference point according to the reference point adjustment parameter to obtain a new target reference point;
[0148] generating aiming prompt information based on the new target reference point, wherein the aiming prompt information is used to prompt the player to control the aiming point to move to a position indicated by the aiming prompt information.
[0149] In an embodiment, the generating aiming prompt information based on the new target reference point comprises:
[0150] obtaining an object contour of the target virtual object;
[0151] generating aiming prompt information based on the object contour and the display position of the new target reference point.
[0152] In an embodiment, the displaying the shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current aiming point position comprises:
[0153] obtaining relative direction information between the predicted shooting position and the current aiming point position;
[0154] determining target direction information based on the relative direction information, and taking the target direction information as the shooting deviation prompt, wherein the target direction information is used to prompt a direction and / or distance required for the player to control the aiming point to move.
[0155] In an embodiment, the method further comprises:
[0156] displaying shooting trajectory information based on the predicted shooting position and the current aiming point position, wherein the shooting trajectory information is used to indicate an attack path of the virtual shooting prop when shooting.
[0157] In an embodiment, the obtaining the predicted shooting position of the virtual shooting prop in the virtual scene under the current aiming point position when the aiming point aims at the target virtual object comprises:
[0158] If the aiming point aims at the target virtual object, a history shooting position of the virtual shooting prop in the virtual scene at a current aiming point position is acquired, and the history shooting position is taken as a predicted shooting position.
[0159] The electronic device provided in the embodiments of the present application can display the aiming point of the virtual shooting prop through the graphical user interface, and if the aiming point aims at the target virtual object, a predicted shooting position of the virtual shooting prop in the virtual scene at a current aiming point position is acquired, and a shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current aiming point position, where the shooting deviation prompt is used to indicate the shooting deviation of the virtual shooting prop when shooting at the target virtual object. By using the scheme of the embodiments of the present application, when the aiming point of the virtual shooting prop controlled by the player aims at the target virtual object, the predicted shooting position corresponding to the current aiming point position is acquired, and the shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current aiming point position, so that the player can quickly and accurately adjust the aiming point to accurately shoot at the target position, thereby improving the shooting accuracy of the player when performing the aiming and shooting operation, improving the aiming efficiency, and thus improving the game interactive experience of the player.
[0160] The specific implementation of each operation can refer to the foregoing embodiments, which will not be described here.
[0161] Optionally, as shown in Figure 11 The electronic device 300 further includes a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected with the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art can understand that the structure of the electronic device shown in the figure does not constitute a limitation on the electronic device, and the electronic device can include more or fewer components than those shown in the figure, or combine certain components, or have a different component arrangement. Figure 11 The structure of the electronic device shown in the figure does not constitute a limitation on the electronic device, and the electronic device can include more or fewer components than those shown in the figure, or combine certain components, or have a different component arrangement.
[0162] The touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by user acting on the graphical user interface. The touch display screen 303 can include a display panel and a touch panel. The display panel can be used to display information input by the user or provided to the user and various graphical user interfaces of the electronic device, which can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect touch operations (such as operations of the user using a finger, a stylus or any suitable object or accessory on or near the touch panel) of the user on or near it and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts of a touch detection device and a touch controller. The touch detection device detects the touch position of the user and detects the signals brought by the touch operation and transmits the signals to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch coordinates and sends it to the processor 301, and can also receive commands from the processor 301 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation on or near it, it transmits to the processor 301 to determine the type of the touch event, and then the processor 301 provides corresponding visual output on the display panel according to the type of the touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can realize the input and output functions as two independent components. That is, the touch display screen 303 can also realize the input function as part of the input unit 306.
[0163] The radio frequency circuit 304 can be used to transceive radio frequency signals to establish wireless communication with network devices or other electronic devices.
[0164] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through the speaker and the microphone. The audio circuit 305 can convert the received audio data into an electrical signal and transmit it to the speaker, which converts it into a sound signal output; on the other hand, the microphone collects the sound signal and converts it into an electrical signal, which is received by the audio circuit 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then transmitted to another electronic device through the radio frequency circuit 304, or output to the memory 302 for further processing. The audio circuit 305 can also include an earphone jack to provide communication between the external earphone and the electronic device.
[0165] The input unit 306 can be configured to receive inputted digital, character information or user feature information (e.g. fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.
[0166] The power supply 307 is configured to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so as to realize functions such as management of charging, discharging and power consumption management through the power management system. The power supply 307 can also include one or more than one direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power state indicator and any other components.
[0167] Although Figure 11 The electronic device 300 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc. which are not shown in the embodiments and will not be described herein.
[0168] In the above embodiments, the description of each embodiment focuses on different aspects, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.
[0169] Those skilled in the art can understand that all or part of the steps in the methods of the above embodiments can be completed by instructions, or by related hardware controlled by the instructions, which can be stored in a computer readable storage medium and loaded and executed by a processor.
[0170] To this end, the embodiments of the present application provide a computer readable storage medium, which stores a plurality of computer programs capable of being loaded by a processor to execute any one of the game interaction methods provided by the embodiments of the present application. The computer program can execute the steps of the following game interaction method:
[0171] Display a center of aiming of the virtual shooting prop through the graphical user interface;
[0172] If the center of aiming aims at a target virtual object, acquire a predicted shooting position of the virtual shooting prop in the virtual scene at a current center of aiming position;
[0173] Display a shooting deviation prompt based on the predicted shooting position and the current center of aiming position through the graphical user interface, wherein the shooting deviation prompt is used to indicate a shooting deviation when the virtual shooting prop shoots the target virtual object.
[0174] Due to the computer program stored in the storage medium, the aiming point of the virtual shooting prop can be displayed through the graphical user interface; if the aiming point aims at a target virtual object, a predicted shooting position of the virtual shooting prop in the virtual scene at a current aiming point position is acquired; and a shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current aiming point position, where the shooting deviation prompt is used to indicate a shooting deviation when the virtual shooting prop shoots the target virtual object. By acquiring the predicted shooting position corresponding to the current aiming point position when the player controls the aiming point of the virtual shooting prop to aim at the target virtual object, and displaying the shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current aiming point position, the player can quickly and accurately adjust the aiming point to accurately shoot the target position, thereby improving the shooting accuracy when the player performs the aiming and shooting operation, improving the aiming efficiency, and improving the game interaction experience of the player.
[0175] The specific implementation of each operation can refer to the foregoing embodiments, and will not be described herein.
[0176] The computer readable storage medium can include a read only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, and the like.
[0177] Due to the computer program stored in the storage medium, the aiming point of the virtual shooting prop can be displayed through the graphical user interface; if the aiming point aims at a target virtual object, a predicted shooting position of the virtual shooting prop in the virtual scene at a current aiming point position is acquired; and a shooting deviation prompt is displayed on the graphical user interface based on the predicted shooting position and the current aiming point position, where the shooting deviation prompt is used to indicate a shooting deviation when the virtual shooting prop shoots the target virtual object. By acquiring the predicted shooting position corresponding to the current aiming point position when the player controls the aiming point of the virtual shooting prop to aim at the target virtual object, and displaying the shooting deviation prompt on the graphical user interface based on the predicted shooting position and the current aiming point position, the player can quickly and accurately adjust the aiming point to accurately shoot the target position, thereby improving the shooting accuracy when the player performs the aiming and shooting operation, improving the aiming efficiency, and improving the game interaction experience of the player.
[0178] According to an aspect of the present application, a computer program product or computer program is also provided, which includes computer instructions stored in a computer readable storage medium. The processor of the electronic device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to enable the electronic device to perform the method provided in various optional implementations in the foregoing embodiments.
[0179] In the game interaction device, the computer readable storage medium, the electronic device, and the computer program product, the description of each embodiment has its own focus. For parts not described in detail in a certain embodiment, refer to the related description of other embodiments. Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the game interaction device, the computer readable storage medium, the computer program product, the electronic device, and the corresponding units thereof described above and the beneficial effects brought by the same can refer to the description of the game interaction method in the above embodiments, and will not be described here in detail.
[0180] The game interaction method, device, electronic device, computer readable storage medium, and computer program product provided by the embodiments of the present application are described in detail above. The principles and implementation manners of the present application are described by applying specific examples. The above embodiment descriptions are only used to help understand the method and core idea of the present application. Meanwhile, for those skilled in the art, the specific implementation manners and application ranges will be changed according to the idea of the present application. In summary, the content of the specification should not be understood as a limitation of the present application.
Claims
1. A game interaction method, characterized in that, A graphical user interface (GUI) is provided via a terminal device, the GUI including at least a portion of a virtual scene and at least a portion of controlled virtual objects located in the virtual scene and controlled by the terminal device, the GUI also including at least a portion of the controlled virtual objects currently holding and using a virtual shooting prop, the method comprising: The crosshair of the virtual shooting tool is displayed through the graphical user interface; If the crosshair is aimed at the target virtual object, obtain the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position; The display position of the target virtual object is obtained, a shooting deviation prompt is generated based on the display position, the predicted shooting position and the current crosshair position, and the shooting deviation prompt is displayed in the graphical user interface. The shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop fires at the target virtual object. The process of generating a shooting deviation prompt based on the displayed position, the predicted shooting position, and the current crosshair position includes: Obtain the target reference point associated with the display position; The target reference point, the predicted firing position, and the current crosshair position are connected in pairs to generate a target polygon region. The target polygon region is used as a firing deviation indicator. The size of the target polygon region changes with the change of the current crosshair position and / or the display position.
2. The method according to claim 1, characterized in that, The method further includes: In response to a movement operation of the crosshair, the target polygon region is adjusted based on the movement operation to display the adjusted target polygon region in the graphical user interface.
3. The method according to claim 1, characterized in that, The method further includes: If the target virtual object moves and the target virtual object does not leave the preset range corresponding to the crosshair, the crosshair is automatically controlled to follow the movement of the target virtual object and continuously aim at the target virtual object, and the target polygonal region follows the movement of the target virtual object.
4. The method according to claim 1, characterized in that, The step of generating a shooting deviation prompt based on the display position, the predicted shooting position, and the current crosshair position, and displaying the shooting deviation prompt on the graphical user interface, includes: Obtain a target sub-reference point for at least one preset part of the target virtual object; A shooting deviation prompt is generated based on the target sub-reference point of the preset location, the predicted shooting position, and the current crosshair position, and the shooting deviation prompt is displayed on the graphical user interface.
5. The method according to claim 1, characterized in that, The method further includes: Based on the shooting deviation indication and the target reference point, determine the reference point adjustment parameters; The display position of the target reference point is adjusted according to the reference point adjustment parameters to obtain a new target reference point; Aim prompts are generated based on the new target reference point, wherein the aiming prompts are used to prompt the player to control the crosshair and move it to the position indicated by the aiming prompts.
6. The method according to claim 5, characterized in that, The generation of aiming prompt information based on the new target reference point includes: Obtain the object outline of the target virtual object; Based on the display position of the object outline and the new target reference point, aiming prompt information is generated.
7. The method according to claim 1, characterized in that, The method further includes: Obtain the relative azimuth information between the predicted firing position and the current crosshair position; The target's location information is determined based on the relative location information, and the target's location information is used as a shooting deviation prompt, wherein the target's location information is used to prompt the player to control the direction and / or distance of movement of the crosshair.
8. The method according to claim 1, characterized in that, The method further includes: The shooting trajectory information is displayed based on the predicted shooting position and the current crosshair position, wherein the shooting trajectory information is used to indicate the attack path when the virtual shooting prop fires.
9. The method according to claim 1, characterized in that, If the crosshair is aimed at a virtual target object, obtaining the predicted firing position of the virtual shooting prop in the virtual scene at the current crosshair position includes: If the crosshair is aimed at the target virtual object, the historical shooting position of the virtual shooting prop in the virtual scene at the current crosshair position is obtained, and the historical shooting position is used as the predicted shooting position.
10. A game interaction device, characterized in that, A graphical user interface (GUI) is provided via a terminal device. The GUI includes at least a portion of a virtual scene and at least a portion of controlled virtual objects located within the virtual scene and operated by the terminal device. The GUI also includes at least a portion of the controlled virtual objects currently holding and using a virtual shooting tool, including: The first display unit is used to display the crosshair of the virtual shooting prop through the graphical user interface; The acquisition unit is used to acquire the predicted shooting position of the virtual shooting prop in the virtual scene at the current crosshair position if the crosshair is aimed at the target virtual object; The processing subunit is configured to acquire the display position of the target virtual object, generate a shooting deviation prompt based on the display position, the predicted shooting position, and the current crosshair position, and display the shooting deviation prompt on the graphical user interface, wherein the shooting deviation prompt is used to indicate the shooting deviation when the virtual shooting prop fires at the target virtual object; it is also configured to acquire a target reference point associated with the display position; and it is also configured to connect the target reference point, the predicted shooting position, and the current crosshair position pairwise to generate a target polygon region, and use the target polygon region as the shooting deviation prompt, wherein the size of the target polygon region changes with the change of the current crosshair position and / or the display position.
11. An electronic device, characterized in that, The system includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the game interaction method as described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the game interaction method as described in any one of claims 1 to 9.
Citation Information
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