Game role shooting control method and device, electronic equipment and storage medium

By responding to the trigger commands of flying props in shooting games, determining the flying direction, flight actions and shooting actions of the game characters in non-ground scenes, the problem of non-ground shooting control is solved, and efficient and accurate shooting effects are achieved, improving the game experience.

CN119951136AActive Publication Date: 2025-05-09NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510402668.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-01
Publication Date
2025-05-09
Estimated Expiration
2045-04-01

AI Technical Summary

Technical Problem

Existing shooting games have difficulty achieving reasonable shooting control in non-ground scenarios, especially when the game characters glide in the air.

Method used

By responding to the trigger command of the flight prop, the flight direction is determined according to the positional relationship between the game character and the target point, and the flight action and shooting action are then determined, and the shooting action is adjusted through the principle of reverse dynamics to achieve the matching of flight and shooting.

Benefits of technology

It realizes effective shooting control in non-ground scenarios, improves the fun of the game and the accuracy of operation, and reduces resource requirements and complexity.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game role shooting control method and device, electronic equipment and a storage medium, and relates to the technical field of games. The method comprises the steps of determining a flight direction of a game role according to a position relationship between the game role and a target point in response to a trigger instruction for a flight prop of the game role; according to the flight direction of the game role, determining a flight action executed by the game role by using the flight prop; according to the flight direction of the game role and the shooting orientation of the game role in the flight direction, the shooting action of the game role is determined; and controlling the game role to execute a flight action and a shooting action. According to the method, the flight direction can be determined based on the actual flight condition, and the flight action and the shooting action are matched with the flight direction, so that the determined flight action and the shooting action can be effectively matched with the actual flight condition of the game role, and a game mode combining flight and shooting is realized; and the accuracy of the flight effect and the shooting effect is ensured.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for controlling shooting of a game character. Background Art

[0002] At present, various shooting games on the ground are usually controlled by the player to control the game character to run, jump and other movement operations on the ground in the game scene, and perform shooting actions during the running and jumping.

[0003] However, some shooting actions may not occur on the ground, but may occur in other scenarios. For example, a game character may need to perform a shooting action while gliding in the air.

[0004] Therefore, how to achieve shooting control in non-ground scenarios is a problem that needs to be solved. Summary of the invention

[0005] The purpose of this application is to provide a method, device, electronic device and storage medium for controlling shooting of a game character, so as to realize shooting control in non-ground scenes and enhance the fun of shooting games.

[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0007] In a first aspect, an embodiment of the present application provides a game character shooting control method, comprising:

[0008] In response to a trigger instruction for a flying prop of a game character, a flying direction of the game character is determined according to a positional relationship between the game character and a target point, the target point being the position where the end of the flying prop used by the game character is located;

[0009] Determining, according to the flying direction of the game character, the flying action performed by the game character using the flying prop;

[0010] Determining a shooting action of the game character according to a flying direction of the game character and a shooting direction of the game character in the flying direction;

[0011] The game character is controlled to perform the flying action and the shooting action.

[0012] In a second aspect, an embodiment of the present application further provides a game character shooting control device, comprising: a determination module and a control module;

[0013] The determination module is used to respond to a trigger instruction for a flying prop of a game character and determine the flying direction of the game character according to the positional relationship between the game character and a target point, wherein the target point is the position where the end of the flying prop used by the game character is located;

[0014] The determination module is used to determine the flying action performed by the game character using the flying prop according to the flying direction of the game character;

[0015] The determination module is used to determine the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction;

[0016] The control module is used to control the game character to perform the flying action and the shooting action.

[0017] In a third aspect, an embodiment of the present application provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the game character shooting control method provided in the first aspect.

[0018] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the game character shooting control method provided in the first aspect is executed.

[0019] The beneficial effects of this application are:

[0020] The present application provides a method, device, electronic device and storage medium for controlling shooting of a game character, including: in response to a trigger instruction of a flying prop for a game character, determining the flying direction of the game character according to the positional relationship between the game character and a target point; determining the flying action performed by the game character using the flying prop according to the flying direction of the game character; determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction; and controlling the game character to perform flying actions and shooting actions. The method can determine the flying direction based on the actual flight situation, the flying direction conforms to the kinematic principle, and the flying action and shooting action match the flying direction, so that the determined flying action and shooting action can effectively match the actual flight situation of the game character, and while realizing a game mode combining flying and shooting, it can also ensure the accuracy of the flying effect and the shooting effect, thereby improving the game experience.

[0021] In addition, for each flight direction and shooting direction under each flight direction, only a small number of flying actions and shooting actions need to be made to achieve the required flying and shooting performances, which can effectively reduce the number of resources used and the complexity of the solution is relatively low. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0023] Figure 1 A flowchart of a method for controlling a game character's shooting provided by an embodiment of the present application;

[0024] Figure 2 A flowchart of another method for controlling shooting a game character provided in an embodiment of the present application;

[0025] Figure 3 A flowchart of another method for controlling a game character's shooting provided in an embodiment of the present application;

[0026] Figure 4 A schematic diagram of flight information display provided in an embodiment of the present application;

[0027] Figure 5 Another schematic diagram of flight information display provided in an embodiment of the present application;

[0028] Figure 6 Another schematic diagram of flight information display provided in an embodiment of the present application;

[0029] Figure 7 A flowchart of another method for controlling shooting a game character provided in an embodiment of the present application;

[0030] Figure 8 A flowchart of another method for controlling a game character's shooting provided in an embodiment of the present application;

[0031] Fig. 9 A schematic diagram showing a shooting direction provided in an embodiment of the present application;

[0032] Fig.10 Another schematic diagram showing shooting directions provided in an embodiment of the present application;

[0033] Fig.11 A flowchart of another method for controlling shooting a game character provided in an embodiment of the present application;

[0034] Fig.12 A flowchart of another method for controlling a game character's shooting provided in an embodiment of the present application;

[0035] Fig.13 A flowchart of another method for controlling shooting a game character provided in an embodiment of the present application;

[0036] Fig.14 A schematic diagram of a flight action provided in an embodiment of the present application;

[0037] Fig.15 A flowchart of another method for controlling shooting a game character provided in an embodiment of the present application;

[0038] Fig.16 A schematic diagram of a shooting action provided in an embodiment of the present application;

[0039] Fig.17 A schematic diagram of a game character shooting control device provided in an embodiment of the present application;

[0040] Fig.18 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0041] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.

[0042] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0043] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0044] The shooting control in non-ground scenarios to be achieved in the present application is mainly developed around aerial flight scenarios, that is, to achieve control of shooting while flying. However, in actual applications, non-ground scenarios are not limited to aerial flight scenarios, and there are differences in shooting control in different non-ground scenarios.

[0045] In the development of third-person shooting action games, planners hope to combine grappling flight and shooting to achieve a flying and shooting operation mode. The operator can control the shooting direction and let the controlled character play the shooting action in the shooting direction; at the same time, during the flight, the operator can control the flight trajectory of the character through the direction keys or joystick, and can break the grappling in some specific ways to fall freely at a certain speed. This performance method often appears in various film and television works. If it can be implemented in third-person shooting games, it can improve the entertainment and playability of the game.

[0046] Currently, most games on the market rarely combine aerial flight and shooting. Instead, they focus on refining one of the functions, such as flying with spider webs in Spider-Man and characters skydiving and shooting in Knives Out.

[0047] Among the above-mentioned games, there are few solutions that combine the two. The current solutions implemented in film and television or CG (Computer Graphics) require animators to spend a lot of time polishing and iterating. At the same time, if multi-directional shooting experience is to be achieved through actions, the required animation resources are difficult to estimate, and there are also higher performance requirements for the operating equipment.

[0048] In response to the above problems, this solution provides a method for controlling the shooting of a game character. Based on the positional relationship between the game character and the target point at the end of the flying prop, and the offset trajectory control information input by the player, the flying direction of the game character can be controlled, and the flying action matching the flying direction can be determined. At the same time, the shooting direction under the flying direction is combined to determine the matching shooting action, and the shooting action of the game character is adjusted through the principle of inverse dynamics. Finally, the flying action and the shooting action are combined and played, so as to realize the game control of the game character flying and shooting. Among them, by pre-producing a small number of flying actions under different flying directions and a small number of shooting actions under different shooting directions in different flying directions, accurate flight and shooting action performance can be achieved, and the number of resources used is small and the processing complexity is low.

[0049] Figure 1A flowchart of a method for controlling a shooting game character provided in an embodiment of the present application; the execution subject of the method may be a computer device, such as Figure 1 As shown, the method may include:

[0050] S101, in response to a trigger instruction of a flying prop for a game character, determining a flying direction of the game character according to a positional relationship between the game character and a target point.

[0051] The target point is the location of the end of the flying prop used by the game character.

[0052] A game character may refer to a character controlled by a player to perform game actions. The target point is the location of the end of the flying prop used by the game character. The flying prop may be, for example, a hook or a cableway. The game character can use the flying prop to fly or glide from the starting point to the designated target point. The location of the end of the flying prop can be set by the player controlling the game character, or it can be pre-set in the game scene. Taking the hook as an example, the game character can throw the end of the hook and fix it at a designated position. This designated position is the target point. Then, the game character can use the pulling force of the hook to fly from any starting point to the target point. Taking the cableway as an example, the starting point and end point of the cableway are usually set. The end point can refer to the target point. The game character can use the cableway to fly from the starting point of the cableway to the end point.

[0053] When each frame is updated in the game, the shooting performance of the game character in the current frame can be controlled by the method provided by this solution. Therefore, the following embodiments are all described by taking the shooting control processing of any current frame as an example.

[0054] Optionally, the flight direction of the game character can be determined based on the positional relationship between the game character and the target point in the current frame. The flight direction is usually determined by multiple factors, including but not limited to the initial velocity of the game character, the speed of the game character when flying toward the target point, etc. The flight direction must comply with the basic principles of kinematics so that the game character will eventually approach the target point and reach the target point.

[0055] S102: Determine the flying action performed by the game character using the flying prop according to the flying direction of the game character.

[0056] For different flight directions, flight actions matching different flight directions can be pre-made. The flight actions can accurately reflect the flight performance effect under the flight direction. The flight actions are consistent with the actual flight performance under the flight direction, making the flight actions more in line with the actual scene.

[0057] Optionally, according to the flying direction of the game character, a flying action that matches the flying direction may be matched and determined, and the flying action is an action to be performed by the game character in the process of flying using a flying prop.

[0058] S103, determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction.

[0059] For each flight direction, different shooting directions can be further subdivided. For example, when the flight direction is upward, there may be situations where shooting is directed to the left of the flight direction or to the right of the flight direction. In order to improve the shooting performance, shooting actions corresponding to different shooting directions under different flight directions can also be pre-made, so as to determine the shooting action of the game character according to the flight direction of the game character and the shooting direction of the game character under the flight direction.

[0060] That is, the flight direction and shooting direction can jointly determine the matching shooting action, achieving accurate depiction of the shooting action, making the shooting performance richer and more accurate.

[0061] S104, controlling the game character to perform flying and shooting actions.

[0062] Based on the determined flying action and shooting action to be performed by the game character in the current frame, the game character can be controlled to perform the flying action and shooting action at the current flying position and flying direction, thereby realizing the game performance of shooting while flying.

[0063] Since the shooting action and flying action match the flight direction, and the flight direction is determined according to the actual flight situation, which conforms to the principles of kinematics, the flying action and shooting action can effectively match the actual flight situation of the game character. While realizing the game mode that combines flying and shooting, it can also ensure the accuracy of the flight effect and shooting effect, thereby improving the gaming experience.

[0064] In summary, the game character shooting control method provided in this embodiment includes: responding to the trigger instruction of the flying props for the game character, determining the flying direction of the game character according to the positional relationship between the game character and the target point; determining the flying action performed by the game character using the flying props according to the flying direction of the game character; determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction; and controlling the game character to perform the flying action and the shooting action. This method can determine the flight direction based on the actual flight situation, the flight direction conforms to the kinematic principle, and the flight action and the shooting action match the flight direction, so that the determined flight action and the shooting action can effectively match the actual flight situation of the game character, and while realizing the game mode combining flight and shooting, it can also ensure the accuracy of the flight effect and the shooting effect, thereby improving the game experience.

[0065] Figure 2 A flowchart of another method for controlling shooting of a game character provided by an embodiment of the present application; Optionally, in step S101, in response to a trigger instruction of a flying prop for a game character, determining the flying direction of the game character according to the positional relationship between the game character and a target point may include:

[0066] S201: In response to a trigger instruction of a flying prop for a game character, first flight information of the game character is determined according to a positional relationship between the game character and a target point.

[0067] The first flight information is used to control the game character to fly toward a target point using a flying prop.

[0068] Under normal circumstances, the game character will move toward the target point and eventually reach the target point, and the first flight information is used to control the game character to fly toward the target point using a flying prop.

[0069] When the game character is flying toward the target point, the positional relationship between the game character and the target point is constantly changing, so the first flight information of the game character is also constantly changing. Therefore, the positional relationship between the game character and the target point in the current frame can be collected in real time to determine the first flight information of the game character in the current frame.

[0070] S202: Determine the second flight information of the game character according to the input control instruction.

[0071] The second flight information is used to control the trajectory deviation of the game character during the process of flying towards the target point.

[0072] Usually, directly controlling the game character to fly toward the target point will result in a mediocre flight experience. In order to increase the diversity of the flight trajectory, the second flight information added by the player can be used to make the game character produce a certain deviation trajectory in the process of flying toward the target point. In other words, the second flight information is used to control the trajectory deviation of the game character in the process of flying toward the target point. The game character can eventually reach the target point, but the flight trajectory may have a certain deviation in the process of reaching the target point, and this deviation can be controlled by the player through the control command input.

[0073] Optionally, the player may input control instructions through an external game controller or a virtual control on a terminal to add the second flight information to the game character.

[0074] S203: Determine a flight direction of the game character according to the first flight information of the game character and the second flight information of the game character.

[0075] Then, the flying direction of the game character can be determined together with the first flying information of the game character and the second flying information of the game character.

[0076] Figure 3 A flowchart of another method for controlling shooting a game character provided by an embodiment of the present application; Optionally, in step S201, in response to a trigger instruction for a flying prop of a game character, determining first flight information of the game character according to a positional relationship between the game character and a target point may include:

[0077] S301, determining first sub-flight information of the game character in the vertical direction according to the positional relationship between the game character and the target point in the vertical direction;

[0078] The first sub-flight information includes a first sub-flight speed and a first sub-flight direction.

[0079] Figure 4 A schematic diagram of flight information display provided in an embodiment of the present application. Figure 5 Another schematic diagram of flight information display provided in the embodiment of the present application. Figure 4 As shown, V1 is the component of the first flight information in the vertical direction, that is, V1 is the first sub-flight information.

[0080] The hand position of the game character is taken as the position of the game character. Taking the coordinate system shown in the figure as an example, when the vertical position of the game character is lower than the target point, that is, when the vertical coordinate of the game character is less than the vertical coordinate of the target point, that is, Figure 4 In the state shown, the direction of V1 is as follows Figure 4The direction indicated in the figure, and the size of V1 can be set according to the vertical difference between the game character and the target point. The direction of V1 is the first sub-flight direction, and the size of V1 is the first sub-flight speed.

[0081] like Figure 5 As shown, when the game character's vertical position is higher than the target point, that is, the ordinate of the game character is greater than the ordinate of the target point, V1 needs to be reversed, so that the first sub-flight speed and the first sub-flight direction can be determined.

[0082] S302: Determine second sub-flight information of the game character in the horizontal direction according to the positional relationship between the game character and the target point in the horizontal direction.

[0083] The second sub-flight information includes a second sub-flight speed and a second sub-flight direction.

[0084] Similarly, V2 is the horizontal component of the first flight information, that is, V2 is the second sub-flight information.

[0085] When the game character is located on the left side of the target point in the horizontal direction, that is, when the horizontal coordinate of the game character is smaller than the horizontal coordinate of the target point, that is, Figure 4 In the state shown, the direction of V2 is as follows Figure 4 The direction indicated in the figure, and the size of V2 can be set according to the horizontal difference between the game character and the target point. The direction of V2 is the second sub-flight direction, and the size of V2 is the second sub-flight speed.

[0086] Figure 6 Another flight information display diagram provided in the embodiment of the present application. Figure 6 As shown, when the game character is located on the right side of the target point in the horizontal direction, that is, the horizontal coordinate of the game character is greater than the horizontal coordinate of the target point, and the game character gradually moves away from the target point in the horizontal direction, V2 needs to be reversed. If it is not reversed, the game character will not be able to reach the target point. Thus, the second sub-flight speed and the second sub-flight direction can be determined.

[0087] S303: Use the first sub-flight information of the game character in the vertical direction and the second sub-flight information of the game character in the horizontal direction as the first flight information of the game character.

[0088] Then, the first sub-flight information and the second sub-flight information of the game character together constitute the first flight information of the game character.

[0089] Figure 7A flowchart of another method for controlling shooting of a game character provided by an embodiment of the present application; Optionally, in step S202, determining the second flight information of the game character according to the input control instruction may include:

[0090] S401. Responding to the inputted centrifugal acceleration control instruction, obtaining the speed direction and speed magnitude of the centrifugal acceleration.

[0091] The speed direction of the centrifugal acceleration is perpendicular to the line formed between the game character and the target point.

[0092] The player can input control commands through the game controller. If the game controller is slid to the right, the centrifugal acceleration of counterclockwise movement is applied, and if the game controller is slid to the left, the centrifugal acceleration of clockwise movement is applied. In addition, the sliding amplitude of the game controller can control the magnitude of the applied centrifugal acceleration.

[0093] Usually, the direction of the input centrifugal acceleration is perpendicular to the line formed between the game character and the target point.

[0094] like Figure 4 As shown, V3 represents the applied centrifugal acceleration. When the direction of V3 is Figure 4 When the direction shown in the figure is the same as the direction shown in the figure, V3 can make the game character produce counterclockwise centrifugal acceleration. Figure 4 When the direction is opposite, the centrifugal acceleration applied is clockwise.

[0095] The speed of the applied centrifugal acceleration can be determined by the extent to which the player drags the game controller.

[0096] Of course, in actual applications, centrifugal acceleration is not limited to being applied through a game controller, but can also be achieved through physical buttons on the terminal or virtual controls.

[0097] S402: Determine the second flight information of the game character according to the speed direction and speed magnitude of the centrifugal acceleration.

[0098] Optionally, the speed direction and speed magnitude of the centrifugal acceleration applied by the player constitute the second flight information of the game character. According to the second flight information, the game character can be controlled to produce a certain trajectory deviation in the process of flying toward the target point.

[0099] Optionally, in step S203, determining the flight direction of the game character according to the first flight information of the game character and the second flight information of the game character may include: determining the flight direction of the game character according to the first flight information of the game character, the second flight information of the game character and the initial velocity information of the game character.

[0100] In one feasible method, when determining the flight direction of the game character, the initial velocity information of the game character can also be comprehensively considered. The game character has a certain initial velocity in any frame, and the direction of the initial velocity is determined by the current movement direction of the game character. The direction of the initial velocity is not fixed, so it is not illustrated in the figure.

[0101] By combining the initial velocity information, the first flight information and the second flight information of the game character in the current frame, a velocity vector operation is performed to determine the flight direction of the game character. The specific vector operation method can refer to the physical operation execution.

[0102] Figure 8 A flowchart of another method for controlling shooting of a game character provided by an embodiment of the present application; optionally, in step S103, before determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction, the method may further include:

[0103] S501. Determine the angle information between the game character and the viewing angle of the virtual camera according to the position information of the game character and the viewing angle of the virtual camera.

[0104] When the flight direction of the game character is determined, the game character may need to shoot toward the left side or the right side of the flight direction under different flight directions. In order to improve the accuracy of the shooting action, different shooting actions can be determined for different shooting directions under one flight direction.

[0105] The determination of the shooting direction is related to the direction of the player's crosshairs and the position of the game character. The direction of the player's crosshairs is also the direction of the current screen crosshairs, and can also refer to the viewing direction of the virtual camera. The game character is presented in the game screen in a third-person perspective.

[0106] Fig. 9 A schematic diagram showing a shooting direction provided in an embodiment of the present application. Fig.10 Another shooting direction display diagram provided in the embodiment of the present application. Assuming that the cube is a virtual camera and the cylinder is a game character, from a bird's-eye view, the relationship between the virtual camera's view direction and the game character's position is as follows: Fig. 9 shown.

[0107] When the player controls the crosshair to move, the virtual camera's viewing angle rotates, and an angle is formed between the virtual camera's viewing angle and the vector formed by the virtual camera and the game character's position, such as Fig.10 As shown, when the virtual camera faces the left, the two vectors will generate an angle a. The angle a here is the angle information between the position of the game character and the viewing direction of the virtual camera.

[0108] S502: Determine the shooting direction of the game character in the flying direction according to the angle information.

[0109] When the angle a is greater than 30°, we think the character's shooting direction is biased to the left; similarly, when the virtual camera's viewing angle is turned to the right, when the angle a is greater than 30°, we think the character's shooting direction is biased to the right. When the angle after left-right deflection is less than 30°, we think the character's shooting direction is forward.

[0110] It is worth noting that the shooting direction can be determined in the above manner in any flight direction.

[0111] Optionally, in step S102, determining a flying action performed by the game character using a flying prop according to the flying direction of the game character includes: determining a flying action matching the flying direction according to the flying direction of the game character.

[0112] In the process of animation resource production, animators can prepare corresponding flight actions for each flight direction, so that according to the flight direction of the game character, the flight action that matches the flight direction can be determined from the pre-made flight actions.

[0113] Fig.11 A flowchart of another method for controlling shooting of a game character provided by an embodiment of the present application; Optionally, in step S103, determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction may include:

[0114] S601. According to the flying direction of the game character and the shooting direction of the game character in the flying direction, determine an initial shooting action that matches the flying direction and the shooting direction in the flying direction.

[0115] Similarly, for each shooting direction under each flight direction, a shooting action corresponding to each shooting direction under each flight direction can also be prepared in advance, that is, the shooting action can be jointly determined by the flight direction and the shooting direction.

[0116] S602: Determine the shooting action of the game character according to the initial shooting action and the viewing direction of the virtual camera.

[0117] It is worth noting that the pre-made shooting action is not associated with the shooting direction, that is, it can be considered as a general shooting action, which can only reflect the shooting effect, but cannot perform accurate shooting. Based on this, the virtual camera's viewing angle, that is, the position of the crosshairs, can be further combined to adjust the matched initial shooting action so that the muzzle of the shooting prop can point to the specified shooting direction, thereby making certain adjustments to the shooting action so that the shooting action can be achieved in the specified shooting direction. Among them, in the shooting game, the viewing angle of the virtual camera is also used as the shooting direction.

[0118] Fig.12 A flowchart of another method for controlling shooting of a game character provided by an embodiment of the present application; Optionally, in step S602, determining the shooting action of the game character according to the initial shooting action and the viewing direction of the virtual camera may include:

[0119] S701: Determine the muzzle direction of the virtual shooting prop according to the viewing angle direction of the virtual camera.

[0120] After the initial shooting action is matched, the muzzle of the virtual shooting prop can be pointed to the shooting direction determined on the screen under the initial shooting action to determine the direction of the muzzle of the virtual shooting prop.

[0121] S702: adjusting the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop, and determining the adjusted arm position information.

[0122] Then, according to the muzzle direction, the arm position of the game character holding the virtual shooting prop is adjusted to determine the position of the arm when the muzzle points to the shooting direction, and the position is used as the adjusted arm position information.

[0123] S703: Determine the shooting action of the game character according to the muzzle direction of the virtual shooting prop and the adjusted arm position information.

[0124] Then, the shooting action of the game character can be determined by combining the muzzle direction of the virtual shooting prop and the adjusted arm position information.

[0125] Optionally, in step S702, the arm position of the game character in the initial shooting action is adjusted according to the muzzle direction of the virtual shooting prop, and the adjusted arm position information is determined, which may include: performing inverse dynamics solution according to the muzzle direction of the virtual shooting prop, controlling the arm position of the game character to align with the muzzle direction, and obtaining the adjusted arm position information.

[0126] The muzzle to the shoulder can be regarded as a parent-child joint chain, with the muzzle as the child node. According to the direction of the muzzle, through IK solving, the corresponding parent node is also aligned in the shooting direction, thereby determining the actual position of the arm and achieving accurate shooting performance.

[0127] Fig.13 A flowchart of another method for controlling shooting of a game character provided by an embodiment of the present application; Optionally, in step S102, before determining a flight action matching the flight direction according to the flight direction of the game character, the following steps may be included:

[0128] S801. Pre-create multiple flight actions.

[0129] In some embodiments, for each flight direction, at least one flight action corresponding to the flight direction can be pre-created, that is, multiple flight actions can be created for one flight direction. Of course, in order to reduce the number of resources used, only one or two optional flight actions can be created for one flight direction.

[0130] S802: Establish a mapping relationship between each flight direction of the game character and at least one flight action.

[0131] After that, a mapping relationship between each flight direction of the game character and each flight action can be established, so that based on the mapping relationship, the flight action under the flight direction can be quickly matched. When there are multiple flight actions corresponding to a flight direction, the player can select a flight action from the multiple flight actions to perform according to personal preference.

[0132] Fig.14 A schematic diagram of a flying action provided in an embodiment of the present application. In this embodiment, the flying direction of the game character can be divided into 6 directions, mainly including upward flight and downward flight, and the upward flight can be further divided into leftward deviation, rightward deviation and no deviation.

[0133] Fig.14 (1) in the figure indicates the flight action when flying upward and deviating to the right. Fig.14 (2) in the figure indicates the flying action when flying upward without deviation. Fig.14 (3) in the figure indicates the flight action when flying upward and deviating to the left. Fig.14 (4) in the figure indicates the flight action when flying downward and deviating to the right. Fig.14 (5) in the figure represents the flight action when flying downward without deviation. Fig.14 (6) in the figure represents the flight action when flying downward and deviating to the left.

[0134] Fig.15A flowchart of another method for controlling shooting of a game character provided by an embodiment of the present application; optionally, in step S103, before determining an initial shooting action matching the flying direction and the shooting direction under the flying direction according to the flying direction of the game character and the shooting direction of the game character under the flying direction, the method may further include:

[0135] S901. Pre-create multiple shooting actions.

[0136] Similar to the creation of flight actions, shooting actions corresponding to different shooting directions under different flight directions can be created in advance, and one or more shooting actions can be created under one shooting direction in one flight direction.

[0137] S902: Establish a mapping relationship between each shooting direction under each flying direction of the game character and at least one shooting action.

[0138] A mapping relationship between each shooting direction and each shooting action of the game character in each flying direction is established, wherein one flying direction plus one shooting direction may correspond to one or more shooting actions.

[0139] Fig.16 A shooting action diagram provided in an embodiment of the present application. Fig.14 Taking the flying action shown in (4) as an example, there can be corresponding shooting actions with three shooting directions. Fig.16 (1) in the figure indicates a shooting action when the target is flying downward and deviating to the right and shooting in the forward direction. Fig.16 (2) in the figure indicates a shooting action when the target is flying downward and deviating to the right, and the shooting direction is toward the left. Fig.16 (3) in the figure represents a shooting action in which the gun flies downward and deviates to the right, with the shooting direction being toward the right.

[0140] certainly, Fig.14 and Fig.16 They are only schematic displays of a possible flying action in each flying direction and a possible shooting action in different shooting directions in a flying direction. The actual flying action and shooting action can also be displayed in other ways as long as it conforms to the kinematic principles and the actual flight and shooting situation.

[0141] In summary, the game character shooting control method provided in this embodiment includes: responding to the trigger instruction of the flying props for the game character, determining the flying direction of the game character according to the positional relationship between the game character and the target point; determining the flying action performed by the game character using the flying props according to the flying direction of the game character; determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction; and controlling the game character to perform the flying action and the shooting action. This method can determine the flight direction based on the actual flight situation, the flight direction conforms to the kinematic principle, and the flight action and the shooting action match the flight direction, so that the determined flight action and the shooting action can effectively match the actual flight situation of the game character, and while realizing the game mode combining flight and shooting, it can also ensure the accuracy of the flight effect and the shooting effect, thereby improving the game experience.

[0142] In addition, for each flight direction and shooting direction under each flight direction, only a small number of flying actions and shooting actions need to be made to achieve the required flying and shooting performances, which can effectively reduce the number of resources used and the complexity of the solution is relatively low.

[0143] The following describes the apparatus, device, storage medium, etc. used to execute the game character shooting control method provided by the present application. The specific implementation process and technical effects are described above and will not be repeated below.

[0144] Fig.17 This is a schematic diagram of a game character shooting control device provided in an embodiment of the present application. The functions implemented by the game character shooting control device correspond to the steps performed by the above method. The device can be understood as the above server, or the processor of the server, or can be understood as a component independent of the above server or processor that implements the functions of the present application under the control of the server, such as Fig.17 As shown, the device may include: a determination module 710 and a control module 720;

[0145] The determination module 710 is used to respond to the trigger instruction of the flying props of the game character and determine the flying direction of the game character according to the positional relationship between the game character and the target point, where the target point is the position where the end of the flying props used by the game character is located;

[0146] The determination module 710 is used to determine the flying action performed by the game character using the flying prop according to the flying direction of the game character;

[0147] A determination module 710, for determining a shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction;

[0148] The control module 720 is used to control the game character to perform flying and shooting actions.

[0149] Optionally, the determination module 710 is specifically configured to respond to a trigger instruction for a flying prop of the game character and determine first flight information of the game character according to a positional relationship between the game character and a target point; the first flight information is used to control the game character to fly toward the target point using the flying prop;

[0150] Determine the second flight information of the game character according to the input control instruction; the second flight information is used to control the trajectory deviation of the game character in the process of flying to the target point;

[0151] The flying direction of the game character is determined according to the first flying information of the game character and the second flying information of the game character.

[0152] Optionally, the determination module 710 is specifically configured to determine first sub-flight information of the game character in the vertical direction according to the positional relationship between the game character and the target point in the vertical direction, wherein the first sub-flight information includes a first sub-flight speed and a first sub-flight direction;

[0153] Determine second sub-flight information of the game character in the horizontal direction according to the positional relationship between the game character and the target point in the horizontal direction, the second sub-flight information including a second sub-flight speed and a second sub-flight direction;

[0154] The first sub-flight information of the game character in the vertical direction and the second sub-flight information of the game character in the horizontal direction are used as the first flight information of the game character.

[0155] Optionally, the determination module 710 is specifically used to respond to the input centrifugal acceleration control instruction to obtain the speed direction and speed magnitude of the centrifugal acceleration; the speed direction of the centrifugal acceleration is perpendicular to the line formed between the game character and the target point;

[0156] The second flight information of the game character is determined according to the speed direction and speed magnitude of the centrifugal acceleration.

[0157] Optionally, the determination module 710 is specifically configured to determine the flight direction of the game character according to the first flight information of the game character, the second flight information of the game character, and the initial velocity information of the game character.

[0158] Optionally, the determination module 710 is further configured to determine the angle information between the game character and the viewing angle of the virtual camera according to the position information of the game character and the viewing angle of the virtual camera;

[0159] According to the angle information, the shooting direction of the game character in the flying direction is determined.

[0160] Optionally, the determination module 710 is specifically configured to determine a flying action matching the flying direction according to the flying direction of the game character.

[0161] Optionally, the determination module 710 is specifically configured to determine an initial shooting action that matches the flying direction and the shooting direction under the flying direction according to the flying direction of the game character and the shooting direction of the game character under the flying direction;

[0162] The shooting action of the game character is determined according to the initial shooting action and the viewing direction of the virtual camera.

[0163] Optionally, the determination module 710 is specifically used to determine the muzzle direction of the virtual shooting prop according to the viewing angle direction of the virtual camera;

[0164] Adjusting the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop, and determining the adjusted arm position information;

[0165] The shooting action of the game character is determined according to the muzzle direction of the virtual shooting prop and the adjusted arm position information.

[0166] Optionally, the determination module 710 is specifically used to perform inverse dynamics solution according to the muzzle direction of the virtual shooting prop, control the arm position of the game character to align with the muzzle direction, and obtain adjusted arm position information.

[0167] Optionally, it also includes: creating a module;

[0168] Creation module, used to pre-create multiple flight actions;

[0169] A mapping relationship between each flight direction of the game character and at least one flight action is established.

[0170] Optionally, the creation module is further used to pre-create multiple shooting actions;

[0171] A mapping relationship between each shooting direction under each flying direction of the game character and at least one shooting action is established.

[0172] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital singnal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0173] The above modules can be connected or communicated with each other via a wired connection or a wireless connection. The wired connection may include a metal cable, an optical cable, a hybrid cable, etc., or any combination thereof. The wireless connection may include a connection in the form of a LAN, a WAN, Bluetooth, a ZigBee, or NFC, or any combination thereof. Two or more modules may be combined into a single module, and any one module may be divided into two or more units. Those skilled in the art will clearly understand that for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, and will not be repeated in this application.

[0174] Fig.18 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application includes: a processor 801, a storage medium 802 and a bus 803, wherein the storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a game character shooting control method in the embodiment, the processor 801 communicates with the storage medium 802 through the bus 803, and the processor 801 executes the machine-readable instructions to perform the following steps:

[0175] In response to a trigger instruction for a flying prop used by a game character, the flying direction of the game character is determined according to a positional relationship between the game character and a target point, where the target point is the position where the end of the flying prop used by the game character is located;

[0176] According to the flying direction of the game character, determine the flying action performed by the game character using the flying props;

[0177] Determine the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction;

[0178] Control the game character to perform flying and shooting actions.

[0179] In a feasible implementation, when the processor 801 executes the determination of the flight direction of the game character according to the positional relationship between the game character and the target point in response to the trigger instruction of the flying prop for the game character, the processor 801 is specifically used to: determine the first flight information of the game character according to the positional relationship between the game character and the target point in response to the trigger instruction of the flying prop for the game character; the first flight information is used to control the game character to fly toward the target point using the flying prop;

[0180] Determine the second flight information of the game character according to the input control instruction; the second flight information is used to control the trajectory deviation of the game character in the process of flying to the target point;

[0181] The flying direction of the game character is determined according to the first flying information of the game character and the second flying information of the game character.

[0182] In a feasible implementation manner, when the processor 801 executes the trigger instruction for the flying props of the game character and determines the first flight information of the game character according to the positional relationship between the game character and the target point in response to the trigger instruction, it is specifically used to: determine the first sub-flight information of the game character in the vertical direction according to the positional relationship between the game character and the target point in the vertical direction, the first sub-flight information including the first sub-flight speed and the first sub-flight direction;

[0183] Determine second sub-flight information of the game character in the horizontal direction according to the positional relationship between the game character and the target point in the horizontal direction, the second sub-flight information including a second sub-flight speed and a second sub-flight direction;

[0184] The first sub-flight information of the game character in the vertical direction and the second sub-flight information of the game character in the horizontal direction are used as the first flight information of the game character.

[0185] In a feasible implementation scheme, when the processor 801 determines the second flight information of the game character according to the input control instruction, it is specifically used to: respond to the input centrifugal acceleration control instruction to obtain the speed direction and speed magnitude of the centrifugal acceleration; the speed direction of the centrifugal acceleration is perpendicular to the line formed between the game character and the target point;

[0186] The second flight information of the game character is determined according to the speed direction and speed magnitude of the centrifugal acceleration.

[0187] In a feasible implementation scheme, when the processor 801 determines the flight direction of the game character based on the first flight information of the game character and the second flight information of the game character, it is specifically used to: determine the flight direction of the game character based on the first flight information of the game character, the second flight information of the game character and the initial velocity information of the game character.

[0188] In a feasible implementation manner, before the processor 801 determines the shooting action of the game character according to the flight direction of the game character and the shooting direction of the game character in the flight direction, it is further used to: determine the angle information between the game character and the viewing angle direction of the virtual camera according to the position information of the game character and the viewing angle direction of the virtual camera;

[0189] According to the angle information, the shooting direction of the game character in the flying direction is determined.

[0190] In a feasible implementation, when the processor 801 determines the flying action performed by the game character using the flying prop according to the flying direction of the game character, it is specifically used to: determine the flying action matching the flying direction according to the flying direction of the game character.

[0191] In a feasible implementation, when the processor 801 determines the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction, it is specifically used to: determine an initial shooting action matching the flying direction and the shooting direction in the flying direction according to the flying direction of the game character and the shooting direction of the game character in the flying direction;

[0192] The shooting action of the game character is determined according to the initial shooting action and the viewing direction of the virtual camera.

[0193] In a feasible implementation, when the processor 801 determines the shooting action of the game character according to the initial shooting action and the viewing angle of the virtual camera, it is specifically used to: determine the muzzle direction of the virtual shooting prop according to the viewing angle of the virtual camera;

[0194] Adjusting the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop, and determining the adjusted arm position information;

[0195] The shooting action of the game character is determined according to the muzzle direction of the virtual shooting prop and the adjusted arm position information.

[0196] In a feasible implementation scheme, when the processor 801 adjusts the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop and determines the adjusted arm position information, it is specifically used to: perform inverse dynamics solution according to the muzzle direction of the virtual shooting prop, control the arm position of the game character to align with the muzzle direction, and obtain the adjusted arm position information.

[0197] In a feasible implementation, before the processor 801 determines the flight action matching the flight direction according to the flight direction of the game character, it is further used to: pre-create multiple flight actions;

[0198] A mapping relationship between each flight direction of the game character and at least one flight action is established.

[0199] In a feasible implementation, before executing the initial shooting action that matches the flying direction and the shooting direction of the game character in the flying direction according to the flying direction of the game character and the shooting direction of the game character in the flying direction, the processor 801 is further used to: pre-create multiple shooting actions;

[0200] A mapping relationship between each shooting direction under each flying direction of the game character and at least one shooting action is established.

[0201] Among them, the storage medium 802 stores program code, and when the program code is executed by the processor 801, the processor 801 executes various steps in the game character shooting control method according to various exemplary embodiments of the present application described in the above "Exemplary Method" section of this specification.

[0202] Processor 801 can be a general-purpose processor, such as a central processing unit (CPU), a digital signal processor (DigitalSignal Processor, DSP), an application-specific integrated circuit (Application Specific Integrated Circuit, ASIC), a field programmable gate array (Field Programmable Gate Array, FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application. A general-purpose processor can be a microprocessor or any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present application can be directly embodied as a hardware processor to be executed, or a combination of hardware and software modules in the processor can be executed.

[0203] Storage medium 802, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer executable programs and modules. The memory may include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card-type memory, random access memory (Random Access Memory, RAM), static random access memory (Static Random Access Memory, SRAM), programmable read-only memory (Programmable Read Only Memory, PROM), read-only memory (Read Only Memory, ROM), electrically erasable programmable read-only memory (Electrically Erasable Programmable Read-Only Memory, EEPROM), magnetic memory, disk, optical disk, etc. The memory is any other medium that can be used to carry or store a desired program code in the form of an instruction or data structure and can be accessed by a computer, but is not limited thereto. The storage medium 802 in the embodiment of the present application can also be a circuit or any other device that can realize a storage function, for storing program instructions and / or data.

[0204] Optionally, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the processor performs the following steps:

[0205] In response to a trigger instruction for a flying prop used by a game character, the flying direction of the game character is determined according to a positional relationship between the game character and a target point, where the target point is the position where the end of the flying prop used by the game character is located;

[0206] According to the flying direction of the game character, determine the flying action performed by the game character using the flying props;

[0207] Determine the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction;

[0208] Control the game character to perform flying and shooting actions.

[0209] In a feasible implementation, when the processor 801 executes the determination of the flight direction of the game character according to the positional relationship between the game character and the target point in response to the trigger instruction of the flying prop for the game character, the processor 801 is specifically used to: determine the first flight information of the game character according to the positional relationship between the game character and the target point in response to the trigger instruction of the flying prop for the game character; the first flight information is used to control the game character to fly toward the target point using the flying prop;

[0210] Determine the second flight information of the game character according to the input control instruction; the second flight information is used to control the trajectory deviation of the game character in the process of flying to the target point;

[0211] The flying direction of the game character is determined according to the first flying information of the game character and the second flying information of the game character.

[0212] In a feasible implementation manner, when the processor 801 executes the trigger instruction for the flying props of the game character and determines the first flight information of the game character according to the positional relationship between the game character and the target point in response to the trigger instruction, it is specifically used to: determine the first sub-flight information of the game character in the vertical direction according to the positional relationship between the game character and the target point in the vertical direction, the first sub-flight information including the first sub-flight speed and the first sub-flight direction;

[0213] Determine second sub-flight information of the game character in the horizontal direction according to the positional relationship between the game character and the target point in the horizontal direction, the second sub-flight information including a second sub-flight speed and a second sub-flight direction;

[0214] The first sub-flight information of the game character in the vertical direction and the second sub-flight information of the game character in the horizontal direction are used as the first flight information of the game character.

[0215] In a feasible implementation scheme, when the processor 801 determines the second flight information of the game character according to the input control instruction, it is specifically used to: respond to the input centrifugal acceleration control instruction to obtain the speed direction and speed magnitude of the centrifugal acceleration; the speed direction of the centrifugal acceleration is perpendicular to the line formed between the game character and the target point;

[0216] The second flight information of the game character is determined according to the speed direction and speed magnitude of the centrifugal acceleration.

[0217] In a feasible implementation scheme, when the processor 801 determines the flight direction of the game character based on the first flight information of the game character and the second flight information of the game character, it is specifically used to: determine the flight direction of the game character based on the first flight information of the game character, the second flight information of the game character and the initial velocity information of the game character.

[0218] In a feasible implementation manner, before the processor 801 determines the shooting action of the game character according to the flight direction of the game character and the shooting direction of the game character in the flight direction, it is further used to: determine the angle information between the game character and the viewing angle direction of the virtual camera according to the position information of the game character and the viewing angle direction of the virtual camera;

[0219] According to the angle information, the shooting direction of the game character in the flying direction is determined.

[0220] In a feasible implementation, when the processor 801 determines the flying action performed by the game character using the flying prop according to the flying direction of the game character, it is specifically used to: determine the flying action matching the flying direction according to the flying direction of the game character.

[0221] In a feasible implementation, when the processor 801 determines the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction, it is specifically used to: determine an initial shooting action matching the flying direction and the shooting direction in the flying direction according to the flying direction of the game character and the shooting direction of the game character in the flying direction;

[0222] The shooting action of the game character is determined according to the initial shooting action and the viewing direction of the virtual camera.

[0223] In a feasible implementation, when the processor 801 determines the shooting action of the game character according to the initial shooting action and the viewing angle of the virtual camera, it is specifically used to: determine the muzzle direction of the virtual shooting prop according to the viewing angle of the virtual camera;

[0224] Adjusting the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop, and determining the adjusted arm position information;

[0225] The shooting action of the game character is determined according to the muzzle direction of the virtual shooting prop and the adjusted arm position information.

[0226] In a feasible implementation scheme, when the processor 801 adjusts the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop and determines the adjusted arm position information, it is specifically used to: perform inverse dynamics solution according to the muzzle direction of the virtual shooting prop, control the arm position of the game character to align with the muzzle direction, and obtain the adjusted arm position information.

[0227] In a feasible implementation, before the processor 801 determines the flight action matching the flight direction according to the flight direction of the game character, it is further used to: pre-create multiple flight actions;

[0228] A mapping relationship between each flight direction of the game character and at least one flight action is established.

[0229] In a feasible implementation, before executing the initial shooting action that matches the flying direction and the shooting direction of the game character in the flying direction according to the flying direction of the game character and the shooting direction of the game character in the flying direction, the processor 801 is further used to: pre-create multiple shooting actions;

[0230] A mapping relationship between each shooting direction under each flying direction of the game character and at least one shooting action is established.

[0231] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.

[0232] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0233] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0234] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0235] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

Claims

1. A method for controlling a game character's shooting, characterized in that: include: In response to a trigger instruction for a flying prop of a game character, a flying direction of the game character is determined according to a positional relationship between the game character and a target point, the target point being the position where the end of the flying prop used by the game character is located; Determining, according to the flying direction of the game character, the flying action performed by the game character using the flying prop; Determining a shooting action of the game character according to a flying direction of the game character and a shooting direction of the game character in the flying direction; The game character is controlled to perform the flying action and the shooting action.

2. The method according to claim 1, characterized in that The step of responding to a trigger instruction of a flying prop for a game character and determining a flying direction of the game character according to a positional relationship between the game character and a target point comprises: In response to a trigger instruction for a flying prop of a game character, first flight information of the game character is determined according to a positional relationship between the game character and a target point; the first flight information is used to control the game character to fly toward the target point using the flying prop; Determining second flight information of the game character according to the input control instruction; the second flight information is used to control the trajectory deviation of the game character in the process of flying toward the target point; The flying direction of the game character is determined according to the first flying information of the game character and the second flying information of the game character.

3. The method according to claim 2, characterized in that The method of responding to a trigger instruction of a flying prop for a game character and determining first flight information of the game character according to a positional relationship between the game character and a target point includes: Determine first sub-flight information of the game character in the vertical direction according to the positional relationship between the game character and the target point in the vertical direction, wherein the first sub-flight information includes a first sub-flight speed and a first sub-flight direction; Determining second sub-flight information of the game character in the horizontal direction according to the positional relationship between the game character and the target point in the horizontal direction, wherein the second sub-flight information includes a second sub-flight speed and a second sub-flight direction; The first sub-flight information of the game character in the vertical direction and the second sub-flight information of the game character in the horizontal direction are used as the first flight information of the game character.

4. The method according to claim 2, characterized in that Determining the second flight information of the game character according to the input control instruction includes: In response to the input centrifugal acceleration control instruction, the speed direction and speed magnitude of the centrifugal acceleration are obtained; the speed direction of the centrifugal acceleration is perpendicular to the line formed between the game character and the target point; The second flight information of the game character is determined according to the speed direction and speed magnitude of the centrifugal acceleration.

5. The method according to claim 2, characterized in that: The step of determining the flight direction of the game character according to the first flight information of the game character and the second flight information of the game character comprises: The flight direction of the game character is determined according to the first flight information of the game character, the second flight information of the game character and the initial velocity information of the game character.

6. The method according to claim 1, characterized in that Before determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction, the method includes: Determine the angle information between the game character and the viewing angle of the virtual camera according to the position information of the game character and the viewing angle of the virtual camera; The shooting direction of the game character in the flying direction is determined according to the angle information.

7. The method according to claim 1, characterized in that The step of determining the flying action performed by the game character using the flying prop according to the flying direction of the game character comprises: According to the flying direction of the game character, a flying action matching the flying direction is determined.

8. The method according to claim 1, characterized in that: The determining the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction includes: According to the flight direction of the game character and the shooting direction of the game character in the flight direction, determining an initial shooting action that matches the flight direction and the shooting direction in the flight direction; The shooting action of the game character is determined according to the initial shooting action and the viewing angle direction of the virtual camera.

9. The method according to claim 8, characterized in that The step of determining the shooting action of the game character according to the initial shooting action and the viewing angle of the virtual camera includes: Determining the muzzle direction of the virtual shooting prop according to the viewing angle direction of the virtual camera; Adjusting the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop, and determining adjusted arm position information; The shooting action of the game character is determined according to the muzzle direction of the virtual shooting prop and the adjusted arm position information.

10. The method according to claim 9, characterized in that The step of adjusting the arm position of the game character in the initial shooting action according to the muzzle direction of the virtual shooting prop to determine the adjusted arm position information includes: According to the muzzle direction of the virtual shooting prop, an inverse dynamics solution is performed to control the arm position of the game character to be aligned with the muzzle direction, thereby obtaining the adjusted arm position information.

11. The method according to claim 7, characterized in that Before determining a flight action matching the flight direction according to the flight direction of the game character, the method includes: Pre-create multiple flight actions; A mapping relationship between each flight direction of the game character and at least one flight action is established.

12. The method according to claim 8, characterized in that Before determining an initial shooting action matching the flying direction and the shooting direction under the flying direction according to the flying direction of the game character and the shooting direction of the game character under the flying direction, the method further includes: Create multiple shooting actions in advance; A mapping relationship between each shooting direction under each flying direction of the game character and at least one shooting action is established.

13. A game character shooting control device, characterized in that: include: Determine the module and control the module; The determination module is used to respond to a trigger instruction for a flying prop of a game character and determine the flying direction of the game character according to the positional relationship between the game character and a target point, wherein the target point is the position where the end of the flying prop used by the game character is located; The determination module is used to determine the flying action performed by the game character using the flying prop according to the flying direction of the game character; The determination module is used to determine the shooting action of the game character according to the flying direction of the game character and the shooting direction of the game character in the flying direction; The control module is used to control the game character to perform the flying action and the shooting action.

14. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to execute the game character shooting control method as described in any one of claims 1 to 12.

15. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by the processor, the game character shooting control method according to any one of claims 1 to 12 is executed.

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