Control method and device in shooting game, electronic equipment and storage medium

By using a second sight that expands the aiming range in the shooting game, the problems of high aiming accuracy requirements and difficulty in multi-target locking in the prior art are solved, and more efficient shooting operations are achieved.

CN120285553APending Publication Date: 2025-07-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510729156.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-05-30
Publication Date
2025-07-11

AI Technical Summary

Technical Problem

In existing shooting games, players are required to accurately target targets. There is a large difference in hit rates between novices and professional players, and the team combat mode lacks support for multiple targets and simultaneous locking, which increases the difficulty of operation.

Method used

By replacing the second sight on the graphical user interface, the aiming coverage area of the second sight is greater than the first sight, the auxiliary aiming skill is activated, so that the sight automatically adjusts the shape to expand the aiming range and achieves multiple targets and simultaneous strikes.

Benefits of technology

It reduces the aiming accuracy requirements, improves shooting efficiency, and adapts to combat needs in multi-target scenarios.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention relates to the technical field of games, in particular to a control method and device in a shooting game, electronic equipment and a storage medium, the method comprises the following steps: in response to a first trigger event, replacing a first front sight with a second front sight for display on a graphical user interface; the first sight bead and the second sight bead are sight beads of a first virtual weapon currently used by the controlled virtual object, and a second aiming coverage area of the second sight bead is larger than a first aiming coverage area of the first sight bead; in response to a first triggering operation of the shooting instruction, the controlled virtual object is controlled to use the first virtual weapon to launch a bullet to hit at least one locking object; each locked object is an enemy virtual object in the second aiming coverage area. By activating the auxiliary aiming skill, the sight bead automatically adjusts the form so as to expand the aiming range, simultaneous striking of multiple targets can be achieved, the aiming precision requirement can be lowered, and the shooting efficiency can be improved.
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Description

Technical Field

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

[0002] With the booming development of the electronic game industry, shooting games have become one of the most popular game types. Modern shooting games simulate real ballistic trajectories through a physics engine, combined with dynamic lighting and particle effects, to provide players with an immersive combat experience. A typical shooting game uses a crosshair mechanism as the core interaction method, and its design usually adopts a fixed crosshair mode, achieving precise shooting through a predefined hit judgment area.

[0003] In a multiplayer online competitive scenario, the existing technology mainly relies on the hit judgment algorithm of ray detection technology for combat settlement. This mechanism requires players to accurately align the center point of the crosshair with the target, and there is a large difference in hit rates between novice players and professional players. At the same time, in the team combat mode, there is a lack of support for simultaneously locking multiple targets, increasing the operation difficulty for players.

[0004] It should be noted that the information disclosed in the above background art section is only used to enhance the understanding of the background of the present disclosure, and thus may include information that does not constitute the prior art known to those of ordinary skill in the art. Summary of the Invention

[0005] In view of this, an object of the present application is to provide a control method, device, electronic device, and storage medium in a shooting game, which can reduce the requirement for aiming accuracy and improve shooting efficiency.

[0006] The present application mainly includes the following aspects:

[0007] In a first aspect, an embodiment of the present application provides a control method in a shooting game. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a first crosshair, at least part of the game scene, and a plurality of hostile virtual objects located in the game scene; the method includes:

[0008] In response to a first trigger event, the first crosshair is replaced with a second crosshair for display on the graphical user interface; both the first crosshair and the second crosshair are crosshairs of a first virtual weapon currently used by a controlled virtual object, and a second aiming coverage area of the second crosshair is larger than a first aiming coverage area of the first crosshair;

[0009] In response to a first trigger operation of a shooting instruction, control the controlled virtual object to use the first virtual weapon to fire a bullet to strike at least one locked object; each of the locked objects is a hostile virtual object within the second aiming coverage area.

[0010] In a second aspect, an embodiment of the present application further provides a control device in a shooting game. A graphical user interface is provided through a terminal device, and the content displayed on the graphical user interface includes a first sight, at least a part of the game scene, and a plurality of hostile virtual objects located in the game scene; the device includes:

[0011] A display module, configured to, in response to a first trigger event, replace the first sight with a second sight and display it on the graphical user interface; both the first sight and the second sight are sights of a first virtual weapon currently used by a controlled virtual object, and a second aiming coverage area of the second sight is larger than a first aiming coverage area of the first sight;

[0012] A control module, configured to, in response to a first trigger operation of a shooting instruction, control the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object; each of the locked objects is a hostile virtual object within the second aiming coverage area.

[0013] In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, communication is carried out between the processor and the memory through the bus. When the machine-readable instructions are run by the processor, the steps of the control method in the shooting game described in the first aspect or any possible implementation manner of the first aspect are executed.

[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps of the control method in the shooting game described in the first aspect or any possible implementation manner of the first aspect are executed.

[0015] A control method, device, electronic device, and storage medium in a shooting game provided by an embodiment of the present application adopt the method of replacing the first sight with the second sight and displaying it on the graphical user interface in response to a first trigger event, and controlling the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object in response to a first trigger operation of a shooting instruction. Compared with the prior art, which requires players to accurately aim the sight at the target, there is a large difference in hit rates between novice players and professional players, and there is a lack of support for simultaneously locking multiple targets in the team battle mode, increasing the operation difficulty for players. The present application activates the assisted aiming skill, automatically adjusts the shape of the sight to expand the aiming range, can achieve simultaneous strikes on multiple targets, can reduce the requirement for aiming accuracy, and improve the shooting efficiency.

[0016] To make the above objects, features, and advantages of the present application more apparent and understandable, the following provides preferred embodiments in conjunction with the accompanying drawings and describes them in detail as follows. Brief Description of the Drawings

[0017] To more clearly illustrate the technical solutions of the embodiments of the present application, the following briefly introduces the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, without creative efforts, other relevant drawings can be obtained based on these drawings.

[0018] Figure 1 Shows a flowchart of a control method in a shooting game provided by an embodiment of the present application;

[0019] Figure 2 Shows a schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0020] Figure 3 Shows a second schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0021] Figure 4 Shows a flowchart of another control method in a shooting game provided by an embodiment of the present application;

[0022] Figure 5 Shows a third schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0023] Figure 6 Shows a fourth schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0024] Figure 7 Shows a fifth schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0025] Figure 8 Shows a flowchart of yet another control method in a shooting game provided by an embodiment of the present application;

[0026] Figure 9 Shows a sixth schematic diagram of a graphical user interface provided by an embodiment of the present application;

[0027] Figure 10 Shows a first schematic diagram of the structure of a control device in a shooting game provided by an embodiment of the present application;

[0028] Figure 11 Shows a second schematic diagram of the structure of a control device in a shooting game provided by an embodiment of the present application;

[0029] Figure 12 The structural schematic diagram of an electronic device provided by an embodiment of the present application is shown. Specific embodiments

[0030] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. It should be understood that the accompanying drawings in the present application are only for the purposes of illustration and description, and are not used to limit the protection scope of the present application. Additionally, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in the present application illustrate the operations implemented according to some embodiments of the present application. It should be understood that the operations in the flowchart may not be implemented in sequence, and steps without logical context relationships may be reversed or implemented simultaneously. Furthermore, those skilled in the art can add one or more other operations to the flowchart or remove one or more operations from the flowchart under the guidance of the content of the present application.

[0031] In addition, the described embodiments are only some embodiments of the present application, rather than all embodiments. The components of the embodiments of the present application described and illustrated herein can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application claimed, but merely represents 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 creative efforts fall within the protection scope of the present application.

[0032] To enable those skilled in the art to use the content of the present application, the following embodiments are given in combination with the specific application scenario of "control in a shooting game". For those skilled in the art, without departing from the spirit and scope of the present application, the general principles defined here can be applied to other embodiments and application scenarios.

[0033] The following methods, devices, electronic devices, or computer-readable storage media in the embodiments of the present application can be applied to any scenario that requires control in a shooting game. The embodiments of the present application do not limit the specific application scenario. Any solution that uses the control method and device for shooting games provided by the embodiments of the present application falls within the protection scope of the present application.

[0034] It should be noted that before the present application was proposed, in the existing solutions, the aiming sight mechanism was adopted as the core interaction method in shooting games. Its design usually used the fixed aiming sight mode, and precise shooting was achieved through a predefined hit determination area. In the multi-player online competitive scenario, the existing technology mainly relied on the hit determination algorithm of the ray detection technology for combat settlement. This mechanism required players to accurately align the center point of the aiming sight with the target, and there was a large difference in the hit rates between novice players and professional players. At the same time, in the team combat mode, there was a lack of support for simultaneous locking of multiple targets, which increased the operation difficulty for players.

[0035] In view of the above problems, the embodiments of the present application provide a control method, device, electronic device, and storage medium in a shooting game. In response to a first trigger event, the first aiming sight is replaced with a second aiming sight and displayed on the graphical user interface; both the first aiming sight and the second aiming sight are the aiming sights of the first virtual weapon currently used by the controlled virtual object, and the second aiming coverage area of the second aiming sight is larger than the first aiming coverage area of the first aiming sight; in response to the first trigger operation of the shooting instruction, control the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object; each locked object is a hostile virtual object within the second aiming coverage area. The present application activates the assisted aiming skill, automatically adjusts the shape of the aiming sight to expand the aiming range, can achieve simultaneous strikes on multiple targets, can reduce the requirement for aiming accuracy, and improve the shooting efficiency.

[0036] In an optional implementation manner, the terminal device involved in the embodiments of the present application mainly refers to a terminal that is used to provide a graphical user interface and can perform control operations on virtual characters. Among them, the terminal device can be the local terminal device mentioned below, or the client device in the cloud interaction system. The terminal device can include, but is not limited to, any one of the following devices: laptop computer, smart phone, tablet computer, desktop computer, game console, MP4 (Moving Picture Experts Group Audio Layer IV, dynamic video expert compression standard audio layer player), personal digital assistant (PDA), e-book reader, etc. The terminal device installs and runs an application program that supports games, such as an application program that supports three-dimensional games or two-dimensional games. In the embodiments of the present application, the application program is introduced as a game application. Optionally, the application program can be a stand-alone version of the application program, such as a stand-alone 3D game program, or a network online version of the application program.

[0037] In an alternative embodiment, a graphical user interface is a display format for the interface between a human and a computer, which allows a user to manipulate icons, identifiers, or menu options on the screen using input devices such as a mouse or keyboard, and also allows the user to manipulate the icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal, so as to select commands, start programs, or perform other tasks, etc.

[0038] In an alternative embodiment, a UI control refers to any visible control or element that can be seen on the user interface of an application program. For example, controls such as pictures, input boxes, text boxes, buttons, labels, etc. Some of these UI controls respond to user operations, and the UI controls, that is, game controls, such as skill controls, movement controls, evasion controls, item controls, etc.

[0039] In an alternative embodiment, a virtual game scene is a scene displayed (or provided) when an application program runs on a terminal or a server, that is, a scene used during the normal game process. That is to say, a virtual game scene refers to a virtual game control that carries a virtual character during the game process, and the virtual character can move, execute skills, etc. under the control of operation instructions issued by the user (i.e., the player) to the terminal device in the virtual game scene. Optionally, the virtual game scene can be a simulation environment of the real world, a semi-simulated and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual game scene can be any one of a two-dimensional virtual interaction scene, a 2.5D virtual interaction scene, and a three-dimensional virtual interaction scene. The virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as buildings, trees, rocks, deserts, etc. Exemplarily, the virtual game scene can include any one or more of the following elements: game background elements, game object elements, game item elements, and game resource elements, etc.

[0040] In an alternative embodiment, in a virtual world, different virtual teams belonging to at least two enemy camps respectively occupy their own map areas and compete with a certain victory condition as the goal. The victory condition includes but is not limited to: occupying a stronghold or destroying the stronghold of the enemy camp, killing virtual objects of the enemy camp, ensuring one's own survival within a specified scene and time, snatching a certain resource, having a score exceeding that of the opponent within a specified time, etc. Tactical competition can be carried out in units of rounds, and the maps for each round of tactical competition can be the same or different. Each virtual team includes one or more virtual objects, etc.

[0041] In an optional implementation, an embodiment of the present application provides a control system for a game, which may include at least one terminal device, at least one server, at least one database, and a network. The terminal device held by the user can be connected to the servers of different games through the network. The terminal device is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminal devices, multiple servers, and multiple networks, different terminal devices can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as 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 terminal devices can also use their own Bluetooth network or hotspot network to connect to other terminal devices or to servers, etc. For example, multiple users can be online through different terminal devices and thus connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases coupled to different servers, and identifications related to the game environment can be continuously stored in the database when different users are online for multi-player games.

[0042] The present application provides a control method in a shooting game, wherein the control method in a shooting game in one embodiment can be run on a local terminal device or a server. When the control method in the shooting game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0043] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the control method in the shooting game are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for identification processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0044] In an optional embodiment, taking a game as an example, the local terminal device stores a game program and is used to present game screens. The local terminal device is used to interact with players through a graphical user interface, that is, conventionally, the game program is downloaded and installed on an electronic device and run. The ways for the local terminal device to provide the graphical user interface to players can include various types. For example, it can be rendered and displayed on the display screen of the terminal, or provided to players through holographic projection. For example, the local terminal device can include a display screen and a processor. The display screen is used to present the graphical user interface, which includes game screens. The processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.

[0045] In an optional embodiment, the embodiments of the present application provide a control method in a shooting game. A graphical user interface is provided through a terminal device. Among them, the terminal device can be the aforementioned local terminal device or the client device in the aforementioned cloud interaction system. The following takes the control method in the shooting game running on the local terminal device (hereinafter referred to as the terminal device) as an example for illustration.

[0046] To facilitate the understanding of the present application, the technical solutions provided by the present application will be described in detail below in combination with specific embodiments.

[0047] Figure 1 It is a flowchart of a control method in a shooting game provided by an embodiment of the present application. As Figure 1 shown, the control method in the shooting game provided by the embodiments of the present application provides a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a first sight, at least part of the game scene, and a plurality of hostile virtual objects located in the game scene. The method includes the following steps:

[0048] S101: In response to a first trigger event, replace the first sight with a second sight and display it on the graphical user interface. Both the first sight and the second sight are the sights of the first virtual weapon currently used by the controlled virtual object, and the second aiming coverage area of the second sight is larger than the first aiming coverage area of the first sight.

[0049] It should be noted that shooting games are generally divided into First-Person Shooter (FPS) and Third-Person Shooter (TPS). Among them, in FPS games, players play the game from the first-person perspective, that is, they can see the hands and weapons of their own characters. This perspective can bring players an immersive feeling and make them more focused on aiming and shooting. In TPS games, players can see the whole body of the character they control. This perspective allows players to better master the relationship between the position of the character and the surrounding environment. Here, the shooting game control method proposed in the embodiments of this application can be applied to both types of FPS games and TPS games. On the graphical user interface, a controlled virtual object manipulated by the terminal device will be displayed. The controlled virtual object can be presented in whole or in part according to the specific situation of the game type.

[0050] When the game is running, players can operate the controlled virtual object to move and use virtual weapons to perform operations such as aiming and shooting. Among them, the virtual weapon can be a firearm, such as a pistol, a rifle, a sniper rifle, etc. The characteristics of a pistol are short range and moderate power, which is suitable for close combat; a rifle has great lethality and performs well in medium-range combat; a sniper rifle has extremely high accuracy and damage, which is suitable for accurately hitting targets at a long distance, etc.

[0051] Generally, the typical shooting games in the prior art use the crosshair mechanism as the core interaction method, and their designs mostly adopt the fixed crosshair mode. The accurate shooting effect is achieved through a pre-set hit determination area, which has relatively high requirements for the aiming accuracy of players. In response to this, the embodiments of this application provide a set of shooting game assistance systems, aiming to expand the aiming range by automatically changing the crosshair shape, thereby reducing the requirements for aiming accuracy. Specifically, when the player manipulates the controlled virtual object to use the first virtual weapon, a first crosshair in the conventional form corresponding to the first virtual weapon (usually in the shape of a cross, a dot, etc.) will be displayed on the graphical user interface. The player needs to use the first crosshair for accurate aiming to hit the hostile virtual object. When the first trigger event is detected, the change of the crosshair shape will be triggered, that is, it will change from the first crosshair to the second crosshair, and the aiming coverage area of the second crosshair is larger, so as to achieve the expansion of the aiming range.

[0052] It should be clear that both the first sight and the second sight belong to the sights of the first virtual weapon. The only difference between them lies in the aiming range, and their functions are both visual identifiers for assisting aiming. Among them, the second sight has a wider second aiming coverage area and can simultaneously aim at and cover multiple hostile virtual objects. This means that when using the first virtual weapon to shoot through the second sight, multiple hostile virtual objects within the second aiming coverage area of the second sight can be simultaneously struck. This design significantly expands the aiming range, reduces the accuracy of the aiming operation to a certain extent, and greatly improves the success rate of shooting strikes, enabling players to attack more effectively when facing multiple hostile virtual objects.

[0053] S102: In response to the first trigger operation of the shooting instruction, control the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object; each of the locked objects is a hostile virtual object within the second aiming coverage area.

[0054] In a specific implementation, after the second sight is displayed on the graphical user interface, if the player issues a shooting instruction, the controlled virtual object can be controlled to use the first virtual weapon to fire bullets to simultaneously strike at least one locked object locked within the second aiming coverage area of the second sight.

[0055] It can be understood that after the player issues a shooting instruction, a shooting animation can also be played. That is, in S102, in response to the first trigger operation of the shooting instruction, play an animation in which the bullet trajectory splits into the number of trajectories corresponding to the number of targets to strike each locked object; the number of targets is the same as the number of the at least one locked object.

[0056] Here, after the display of the second sight is triggered, the first virtual weapon provided in the embodiment of the present application (such as conventional weapons with a relatively small strike range like pistols, rifles, sniper rifles, etc.) can fire a single bullet to simultaneously strike multiple locked objects. At this time, the game animation will intuitively display the splitting process of the bullet trajectory when approaching the target area, and the number of split trajectories corresponds to the number of locked objects covered by the second sight, ensuring that each locked object can be effectively hit. This design not only broadens the player's strategic choices but also enriches the playability of the game, allowing players to experience diverse combat methods in different battle scenarios.

[0057] In an embodiment of the present application, in response to a first trigger event, the first aiming sight is replaced with a second aiming sight and displayed on the graphical user interface; both the first aiming sight and the second aiming sight are the aiming sights of the first virtual weapon currently used by the controlled virtual object, and the second aiming coverage area of the second aiming sight is larger than the first aiming coverage area of the first aiming sight; in response to a first trigger operation of a shooting instruction, the controlled virtual object is controlled to use the first virtual weapon to fire bullets to strike at least one locked object; each locked object is a hostile virtual object within the second aiming coverage area. By activating the assisted aiming skill in the present application, the aiming sight automatically adjusts its form to expand the aiming range, enabling simultaneous strikes on multiple targets, reducing the requirement for aiming accuracy, and improving shooting efficiency.

[0058] In a possible implementation manner, the first trigger event is an event in which the controlled virtual object meets the condition for activating the assisted aiming skill, and the first trigger event includes at least one of the following events: the health value of the controlled virtual object is less than or equal to a preset threshold; the cumulative number of hostile virtual objects killed by the controlled virtual object is greater than or equal to a preset number.

[0059] It can be understood that in game design, to balance playability and challenge, the display of the second aiming sight has specific conditions. Only when the first trigger event is detected during the game operation will the second aiming sight be displayed on the graphical user interface for the player to use. Here, the first trigger event is an event in which the controlled virtual object meets the condition for activating the assisted aiming skill. As a virtual skill equipped by the controlled virtual object, the activation mechanism of the assisted aiming skill is the key to the display of the second aiming sight. When the assisted aiming skill is activated, the second aiming sight of the first virtual weapon will be displayed on the graphical user interface. At this time, the second aiming sight can dynamically adjust its position according to relevant factors and truly and effectively play its function of expanding the aiming range for aiming. This design of conditionally displaying the second aiming sight not only improves the player's ability to strike multiple targets but also avoids the imbalance of game difficulty caused by too large an aiming range at the initial stage of the game, effectively balancing the playability and challenge of the game and enabling the player to obtain a suitable combat experience at different game stages.

[0060] Here, the assisted aiming skill can be set as a special trigger effect of the virtual weapon, applicable to weapons with high aiming accuracy, small aiming range, and capable of hitting only a single target at a time, such as pistols, rifles, sniper rifles, etc. After activating this assisted aiming skill, the aiming range of the corresponding virtual weapon expands, covering more targets through the second aiming sight, enabling such weapons that originally hit a single target with a single shot to achieve the effect of hitting multiple targets at once when shooting, adding a group attack feature to precision weapons.

[0061] Here, in the embodiments of the present application, the form of the first trigger event is flexible and unrestricted. Its core purpose is to balance the playability and challenge of the game, ensuring that players activate and use the assisted aiming skill under reasonable conditions, while maintaining the fun and competitiveness of the game. The first trigger event is triggered by the controlled virtual object, and the specific triggering method can be set according to the actual operation mechanism of the game, and there are various possible situations. For example, when the controlled virtual object meets certain conditions, such as the degree of health value decrease, the cumulative kill count reaches the standard, enters a specific area, completes a specific task, etc., the first trigger event can be triggered. To facilitate players' understanding of the relevant mechanism, three possible determination situations of the first trigger event will be illustrated by examples below.

[0062] Situation 1: The first trigger event is that the cumulative number of hostile virtual objects killed by the controlled virtual object is greater than or equal to a preset number. Specifically, when the cumulative number of hostile virtual objects killed by the controlled virtual object reaches or exceeds the preset number, the second crosshair display can be activated. This is equivalent to a reward mechanism, encouraging players to actively fight in the early stage of the game. As the kill count increases, a wider aiming range is given to them, enabling them to lock multiple hostile virtual objects simultaneously and improve the combat efficiency.

[0063] Situation 2: The first trigger event is that the health value of the controlled virtual object is less than or equal to a preset threshold. Specifically, when the health value of the controlled virtual object drops to the preset threshold or below, the system will automatically activate the second crosshair display. This design aims to enhance the survival ability of the controlled virtual object. As a protection mechanism, in the emergency moment when the player is in danger and has a low health value, it helps the player to counterattack more efficiently, reverse the unfavorable situation by expanding the aiming range, and increase the chance of a successful counter-kill.

[0064] Situation 3: The first trigger event is that the health value of the controlled virtual object is less than or equal to a preset threshold, and the cumulative number of hostile virtual objects killed by the controlled virtual object is greater than or equal to a preset number. This setting aims to comprehensively consider the survival status and combat results of the controlled virtual object. When the controlled virtual object shows certain abilities in the battle but is still on the verge of danger, the activation event of the assisted aiming skill is triggered, thus balancing the playability and challenge of the game, allowing players to have the opportunity to reverse the situation by their own abilities while facing certain risks and challenges, and enhancing the fun and sense of achievement of the game.

[0065] In a possible implementation, before the step of replacing the first aiming reticle with the second aiming reticle and displaying it on the graphical user interface in S101 in response to the first trigger event, the method further includes: in response to the controlled virtual object satisfying the second trigger event for unlocking the assisted aiming skill, controlling the assisted aiming skill of the controlled virtual object to be in an available state; the step of replacing the first aiming reticle with the second aiming reticle and displaying it on the graphical user interface in S101 in response to the first trigger event includes: when the assisted aiming skill of the controlled virtual object is in an available state, in response to the first trigger event, replacing the first aiming reticle with the second aiming reticle and displaying it on the graphical user interface.

[0066] In a specific implementation, a specific unlocking and activation mechanism is adopted for the assisted aiming skill of the controlled virtual object controlled by the player in the game. Specifically, when the controlled virtual object satisfies a specific second trigger event, the assisted aiming skill can be unlocked, and the controlled virtual object has the assisted aiming skill and makes it in a standby state. At this time, when the game is running, if the first trigger event is detected, the unlocked assisted aiming skill will be activated, and then the second aiming reticle will be displayed, enabling the player to perform assisted aiming with the help of the assisted aiming skill. This mechanism greatly increases the difficulty of using the assisted aiming skill. By reasonably setting the conditions for unlocking and activating the assisted aiming skill, it skillfully balances the playability and challenge of the game, enabling the player to feel the convenience brought by the assisted aiming skill during the game experience and continuously challenge themselves, enhancing the fun and attractiveness of the game.

[0067] It can be understood that in game design, the assisted aiming skill can be selected and configured according to the role setting of the virtual object in the game to achieve balance and tactical diversity. Specifically, for those characters set as precision damage types, such as those equipped with weapons with a small aiming reticle range like sniper rifles, pistols, and rifles, they are allowed to unlock the assisted aiming skill. This not only increases the operation ceiling of the character but also enhances the player's immersion and sense of achievement in precision shooting scenarios. For characters using area damage weapons such as shotguns and grenades, due to the area damage characteristics of the weapons themselves, they do not need to rely on the assisted aiming skill. By reasonably restricting the configuration of the assisted aiming skill for these characters, it not only ensures the balance of the game operation but also prompts the player to formulate different tactics according to the character characteristics, effectively enriching the tactical selection dimension of the game and enhancing the overall game experience.

[0068] Here, in the embodiments of the present application, the form of the second trigger event is flexible and unrestricted. Its core purpose is to take into account the role setting, balance the game playability and challenge, ensure that players unlock the assisted aiming skill under reasonable conditions, and at the same time maintain the fun and competitiveness of the game. The second trigger event is triggered by the controlled virtual object, and the specific triggering method can be set according to the actual operation mechanism of the game, and there are various possible situations. For example, when the controlled virtual object meets certain conditions, such as the character level meets the requirements, obtains a specific item, the character achievement reaches the requirements, etc., the second trigger event can be triggered.

[0069] To facilitate players' understanding of the relevant mechanism, a possible determination situation of the second trigger event will be illustrated below. That is, in a possible implementation manner, the second trigger event includes that the character level of the controlled virtual object is greater than or equal to a preset level.

[0070] Here, in the embodiments of the present application, the display form of the second aiming sight with a wider aiming coverage area is not limited, as long as the following conditions are met: the first aiming sight and the second aiming sight of the same virtual weapon have different forms, and it can be reflected that the aiming coverage area of the second aiming sight is greater than that of the first aiming sight. The following are several possible forms:

[0071] Form 1, the second aiming sight can be composed of multiple assisted aiming points and a main aiming sight. The main aiming sight is in the center, and multiple assisted aiming points surround it to form an annular aiming area, so that players can quickly capture and lock multiple targets.

[0072] Form 2, the second aiming sight can include a main aiming sight and a dynamically expanding aiming area. The main aiming sight is located in the center of the area, and the area will automatically adjust its size according to the distance between the controlled virtual object and the target: it shrinks at close range for precise strikes and expands at long range to facilitate target capture.

[0073] Form 3, the second aiming sight can also include a main aiming sight and an assisted aiming grid. The main aiming sight is located in the center of the grid, and the grid covers a certain area range. When the target enters the grid area, the intersection points are automatically marked and highlighted to help players quickly locate and aim at the target.

[0074] A possible display form of the second aiming sight will be illustrated below. That is, in a possible implementation manner, the second aiming sight includes an assisted aiming border and a main aiming sight, and the main aiming sight is located within the second aiming coverage area indicated by the assisted aiming border.

[0075] In a specific implementation, the second sight can be composed of an auxiliary aiming frame and a main sight. The main sight is located within the second aiming coverage area indicated by the auxiliary aiming frame. The main sight can be a traditional crosshair, and the second aiming coverage area can be an annular area or a polygonal area. The role of the auxiliary aiming frame is to indicate a larger aiming coverage area to help players more easily capture and lock onto targets, while the main sight is used for more precise aiming. This design enables players to quickly locate targets and perform accurate strikes when using the aiming assist skill, enhancing the aiming experience and operational convenience of the game.

[0076] Furthermore, for the sight system of the same virtual weapon, the second sight is designed to include a main sight with the same display form as the first sight, and a newly added auxiliary aiming frame. The main sight, as the core of precise aiming, ensures the player's need for accurate strikes; the auxiliary aiming frame indicates the second aiming coverage area, effectively expanding the aiming range. In actual game operations, this design enables hostile virtual objects that are originally within the second aiming coverage area but not precisely aligned by the main sight to also be listed as potential strike targets. In this way, the auxiliary aiming function of the second sight is realized, not only improving the player's target capture efficiency but also enhancing the flexibility and diversity of combat, enabling players to respond more calmly when facing multiple enemies and effectively improving the playability and competitiveness of the game.

[0077] Exemplarily, Figure 2 shows one of the schematic diagrams of the graphical user interface provided by the embodiments of the present application; Figure 3 shows another schematic diagram of the graphical user interface provided by the embodiments of the present application. Figure 2 The shown graphical user interface is the interface before the first trigger event occurs. The controlled virtual object 21, the hostile virtual object 22, and the first sight 23 corresponding to the first virtual weapon are displayed on this graphical user interface; Figure 3 The shown graphical user interface is the interface after the first trigger event occurs. The controlled virtual object 21, the hostile virtual object 22, and the second sight corresponding to the first virtual weapon are displayed on this graphical user interface. The second sight includes an auxiliary aiming frame 241 and a main sight 242, and the main sight 242 is located within the second aiming coverage area 243 indicated by the auxiliary aiming frame 241. Specifically, during the game operation, when it is detected that the first trigger event occurs, the first sight 23 on the graphical user interface is replaced with the second sight for display.

[0078] In a possible implementation manner, Figure 4 is a flowchart of another control method in a shooting game provided by the embodiments of the present application. As Figure 4As shown, the control method in the shooting game provided by the embodiment of the present application provides a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a first sight, at least part of the game scene, and a plurality of hostile virtual objects located in the game scene. The method includes the following steps:

[0079] S401: In response to a first trigger event, replace the first sight with a second sight and display it on the graphical user interface, and continuously scan the second aiming coverage area of the second sight to determine at least one locked object aimed at by the second sight.

[0080] During the game operation, the positions and postures of the controlled virtual object and the hostile virtual objects are constantly changing, and the relative distance between them also changes in real time. This makes the hostile virtual objects aimed at within the second aiming coverage area of the second sight in a dynamic change. To ensure the player's attack accuracy and the real-time interactivity of the game, the system continuously and real-time scans the second aiming coverage area to accurately lock the hostile targets within the second aiming coverage area. In this way, when the player issues a shooting command, the system can implement a strike on the locked objects currently within the second aiming coverage area based on the latest locking information. This dynamic locking and real-time feedback mechanism not only enhances the immersion of the game but also improves the tension and strategy of the battle, enabling the player to quickly respond and seize the fleeting opportunities in the rapidly changing battle situation, greatly enriching the gameplay and depth of the game.

[0081] Wherein, both the first sight and the second sight are the sights of the first virtual weapon currently used by the controlled virtual object, and the second aiming coverage area of the second sight is larger than the first aiming coverage area of the first sight.

[0082] Further, the implementation process of scanning the second aiming coverage area of the second sight to determine the locked object is illustrated by way of example below. That is, the step of continuously scanning the second aiming coverage area of the second sight and determining at least one locked object aimed at by the second sight in S401 includes the following steps:

[0083] Step 4011: Continuously scan the second aiming coverage area of the second sight to determine at least one hostile virtual object covered by the second aiming coverage area of the second sight.

[0084] In a specific implementation, the system can use collision bodies of specific shapes, such as fan-shaped, cylindrical, etc., to continuously scan the second aiming coverage area of the second aiming sight to determine the hostile virtual objects covered by the second aiming coverage area of the second aiming sight. Usually during scanning, the system identifies hostile virtual objects that are within the effective range of the first virtual weapon and located within this coverage area. These identified hostile virtual objects will be included in the range of targetable targets, so that players can attack the locked hostile targets at any time according to the scanning results, improving the combat efficiency and interactivity of the game.

[0085] Step 4012: If the number of hostile virtual objects covered by the second aiming coverage area is greater than the aiming capacity threshold of the first virtual weapon, based on the preset locking priority, select the at least one locked object from the at least one hostile virtual object covered.

[0086] In a specific implementation, since the second aiming coverage area of the second aiming sight is wider than the aiming range of the first aiming sight, when the number of hostile virtual objects is large and relatively concentrated, the second aiming coverage area may cover a large number of hostile targets at the same time, easily exceeding the upper limit of the aiming capacity of the first virtual weapon. For this reason, the embodiment of the present application introduces a preset locking priority mechanism to screen the covered hostile virtual objects to determine the final locked objects actually attacked by the first virtual weapon. The system preferentially selects high-priority targets as locked objects to ensure that each shot accurately hits key targets. This mechanism effectively avoids the chaos of indiscriminate attacks, making each operation of the player more strategic and purposeful, and significantly improving the playability and immersion of the game.

[0087] Here, the embodiment of the present application does not limit the preset locking priority, as long as it can screen locked objects and conform to the game design logic. The preset locking priority can be set according to factors such as the distance, health, threat level, movement speed and direction between the hostile target and the controlled virtual object. For ease of understanding, the following takes a possible screening implementation method as an example for illustration, that is, the step of selecting the at least one locked object from the at least one hostile virtual object covered based on the preset locking priority in step 4012 includes the following steps: Sort the at least one hostile virtual object according to the preset locking priority, and determine the hostile virtual objects within the aiming capacity threshold after sorting as locked objects; wherein, the preset locking priority includes distance priority and health priority.

[0088] In specific implementation, the hostile virtual objects within the second aiming coverage area can be sorted based on distance priority and / or health priority. Specifically, the system can assign higher priority to hostile targets that are closer to the controlled virtual object. At the same time, the system can also set a higher priority for hostile targets with lower health. By this way of setting priorities, the system can sort the hostile targets based on the priority or the lock score calculated through a specific algorithm. After the sorting is completed, the system will determine the hostile virtual objects with higher rankings and the number equal to the aiming capacity threshold as the locked objects. This process is usually achieved through real-time data processing and algorithm operations to ensure that in an intense battle scenario, players can quickly and accurately lock the most threatening or vulnerable hostile targets, thereby effectively improving the combat efficiency and strategy of the game.

[0089] Step 4013: If the number of the at least one hostile virtual object covered by the second aiming coverage area is less than or equal to the aiming capacity threshold of the first virtual weapon, determine each of the covered hostile virtual objects as the locked object.

[0090] In specific implementation, while the system is scanning the second aiming coverage area of the second sight in real time, it also monitors the number of hostile virtual objects within the second aiming coverage area. If the number of the hostile virtual objects covered by the second aiming coverage area does not exceed the aiming capacity threshold of the first virtual weapon, the system will automatically lock all the covered hostile virtual objects as the actual strike objects. This technical processing achieves efficient locking, ensures the accurate execution of the player's attack command, and optimizes the game combat experience.

[0091] Furthermore, after determining the at least one locked object aimed at by real-time scanning of the second aiming coverage area of the second sight in S401, these locked objects can be marked on the graphical user interface. By marking the locked objects, it can directly inform the player in advance how many enemy virtual objects the first virtual weapon will hit when firing bullets. That is, in a possible implementation manner, in response to the third trigger event for determining the at least one locked object aimed at by the second sight, display the lock identifiers of each of the locked objects on the graphical user interface.

[0092] In specific implementations, the specific display form of the locking identifier in the embodiments of the present application is not limited, and the key lies in facilitating players to view. The locking identifiers of each locked object can be the same or different. For example, visual effects such as highlighting, special outlines, marking symbols, or icon markings can be used to clearly identify the locked hostile virtual objects. Specifically, the locked object may be displayed with a red outline and accompanied by a flashing special effect, etc., which helps players quickly identify the locked state in a complex battlefield environment. This marking mechanism integrates real-time data processing and graphics rendering technologies to ensure the real-time update and accurate feedback of the marking information, thereby enhancing the player's battlefield perception ability and operation experience, and enhancing the interactivity and immersion of the game.

[0093] Furthermore, the locking identifiers of each locked object can be displayed differently depending on whether the main sight is aimed. That is, if the main sight of the second sight aims at the first locked object among the at least one locked object, the steps of displaying the locking identifiers of each of the locked objects on the graphical user interface include: displaying the locking identifier of the first locked object and the locking identifier of the second locked object in different display forms on the graphical user interface; the second locked object is the locked object other than the first locked object among the at least one locked object.

[0094] In specific implementations, if the main sight aims at a certain locked object, the locking identifier of this locked object will be clearly distinguished from other locked objects that are not aimed at by the main sight through unique visual effects (such as color change, increased flashing frequency, etc.). This design uses real-time rendering technology to dynamically adjust the display effect of the locking identifier according to the position of the main sight, enabling players to quickly perceive the hit situation of the main sight, thereby optimizing the aiming operation and improving the shooting accuracy and game experience.

[0095] Exemplarily, Figure 5 FIG. 3 shows a schematic diagram of the graphical user interface provided by the embodiments of the present application. Figure 6 FIG. 4 shows a schematic diagram of the graphical user interface provided by the embodiments of the present application. Figure 5 The shown graphical user interface is such that the main sight 242 of the second sight does not aim at any locked object. Figure 6 The shown graphical user interface is such that the main sight 242 of the second sight aims at the first locked object. Specifically, Figure 5 and Figure 6 On the shown graphical user interfaces, there are both displayed a second sight and the locking identifiers 25 of each locked object. The second sight includes an auxiliary aiming border 241 and a main sight 242. Among them, Figure 5 the display forms of the locking identifiers 25 in [reference numeral] are the same. Figure 6The display forms of the locking identifier 25 of the second locked object and the locking identifier 25 of the first locked object are different. The second locked object is other locked objects among the at least one locked object except the first locked object.

[0096] In addition, for the case where the main sight hits the first locked object, the main sight can also be highlighted, for example, adjusted to red, so that players can more clearly understand the situation of the main sight hitting and grasp the timing of precise shooting. That is, in a possible implementation manner, in response to determining the at least one locked object aimed at by the second sight and a fourth trigger event that the main sight of the second sight aims at the first locked object among the at least one locked object, the main sight of the second sight is highlighted on the graphical user interface.

[0097] In addition, when the number of locked objects aimed at by the second sight meets specific requirements, the state display of the auxiliary aiming border of the second sight can also be changed to prompt the player of the best operation timing. That is, in a possible implementation manner, in response to the number of locked objects aimed at by the second sight reaching the preset locking number of the first virtual weapon, the auxiliary aiming border of the second sight is highlighted on the graphical user interface.

[0098] Among them, the preset locking number can be the best number corresponding to the best state or the aiming capacity threshold corresponding to the extreme state. When the number of locked objects aimed at by the second sight reaches different preset locking numbers, the display form of the auxiliary aiming border of the second sight is different. For example, it is displayed in green in the best state and red in the extreme state, etc.

[0099] In a specific implementation, when the number of locked objects covered by the second sight is in the best state, that is, the damage effect of the first virtual weapon on these locked objects reaches the best. For example, if 3 locked objects are covered, each object shares a certain proportion of the damage and the comprehensive damage effect is the best. At this time, the auxiliary aiming border of the second sight on the game interface will be highlighted through highlighting, color change or animation effects, etc., intuitively prompting the player that the current is the ideal shooting timing and can efficiently kill the target. And when the number of covered objects reaches the extreme state, that is, reaches the aiming capacity threshold, such as 7, although the damage received by each locked object decreases and usually cannot be killed, as many targets as possible can be hit. This may involve maintaining the aiming angle in a very short time to cover a wider area. The system will also prompt the player through significant changes in the auxiliary aiming border (such as flashing, thickening the outline, etc.). This prompt mechanism combines real-time data processing and graphics rendering technologies, enabling players to quickly make shooting judgments in a dynamic battlefield environment, optimize shooting strategies, and enhance the game experience.

[0100] Exemplarily,Figure 7 FIG. 5 shows a schematic diagram of a graphical user interface provided by an embodiment of the present application. Figure 7 The shown graphical user interface includes three cases where the display form of the auxiliary aiming border of the second aiming sight is different when the number of locked objects covered by the second aiming sight of the first virtual weapon is different. Figure 7 (a) When the number of locked objects covered by the second aiming sight is 1, the display form of the auxiliary aiming border of the second aiming sight is the "conventional border form". Figure 7 (b) When the number of locked objects covered by the second aiming sight is 3, the display form of the auxiliary aiming border of the second aiming sight is the "bold border form". Figure 7 (c) When the number of locked objects covered by the second aiming sight is 7, the display form of the auxiliary aiming border of the second aiming sight is the "dashed border form". Among them, Figure 7 In (b), when the number of locked objects covered by the second aiming sight of the first virtual weapon is 3, it is in the optimal state, and the damage effect reaches the best at this time. Figure 7 In (c), when the number of locked objects covered by the second aiming sight of the first virtual weapon is 3, it is in the limit state, and the most targets are damaged at this time. In this way, by different display forms of the auxiliary aiming border, the player is prompted about the better timing of shooting.

[0101] S402: In response to the first trigger operation of the shooting instruction, control the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object; each of the locked objects is a hostile virtual object within the second aiming coverage area.

[0102] In a possible implementation manner, Figure 8 FIG. 8 is a flowchart of another control method in a shooting game provided by an embodiment of the present application. As Figure 8 shown, the control method in the shooting game provided by the embodiment of the present application provides a graphical user interface through a terminal device, and the content displayed on the graphical user interface includes a first aiming sight, at least part of the game scene, and a plurality of hostile virtual objects located in the game scene; the method includes the following steps:

[0103] S801: In response to the third trigger operation of the shooting instruction, control the controlled virtual object to use the first virtual weapon to fire bullets to strike a hostile virtual object aimed at by the first aiming sight, and assign a first damage value to the struck hostile virtual object.

[0104] In a specific implementation, when the first sight of the first virtual weapon is displayed on the graphical user interface, if the player issues a shooting command and the first sight accurately aims at a hostile virtual object, the system will control the controlled virtual object to use the first virtual weapon to fire a bullet to strike the hostile virtual object. Since the aiming range of the first sight is relatively small and usually can only lock onto one target (unless two hostile targets overlap at different distances), the player needs to accurately aim to successfully hit the target. If hit, the struck hostile virtual object will bear the full damage ratio of the first virtual weapon and will usually be directly killed.

[0105] Generally, the first damage value is the damage value corresponding to the full ratio of the first virtual weapon, that is, the first damage value is the basic damage output value of the first virtual weapon under standard conditions, which is the inherent damage potential value designed for the first virtual weapon. However, in actual combat, the first damage value (actual damage value) assigned to the struck hostile virtual object is often dynamically adjusted due to various factors. For example, the bullet firing speed directly affects the time required to hit the target and the degree of energy loss. High-speed bullets may reduce the energy attenuation caused by too long flight time, thus making the first damage value closer to the theoretical basic damage output value, while low-speed bullets may make the first damage value slightly lower than the basic damage output value due to factors such as air resistance. Another example is that the damage differences for strikes on different parts are significant. Key parts such as the head usually have a higher damage coefficient, which can make the actual damage far exceed the basic damage output value to achieve special effects such as "one-shot kill", while non-key parts such as the limbs have a lower damage coefficient, and the first damage value will be lower than the basic damage output value.

[0106] S802: In response to the first trigger event, replace the first sight with the second sight and display it on the graphical user interface; both the first sight and the second sight are sights of the first virtual weapon currently used by the controlled virtual object, and the second aiming coverage area of the second sight is larger than the first aiming coverage area of the first sight.

[0107] S803: In response to the first trigger operation of the shooting command, control the controlled virtual object to use the first virtual weapon to fire a bullet to strike at least one locked object, and assign a second damage value to each struck locked object; each of the locked objects is a hostile virtual object within the second aiming coverage area, and the first damage value is greater than or equal to the second damage value.

[0108] In a specific implementation, when the second aiming sight of the first virtual weapon is displayed on the graphical user interface, if the player issues a shooting command and the second aiming coverage area of the second aiming sight covers multiple locked objects, the system will control the controlled virtual object to fire bullets using the first virtual weapon to strike these locked objects. Since the aiming range of the second aiming sight is wider than that of the first aiming sight, it is possible to hit multiple locked objects within the coverage area simultaneously without the player having to accurately aim through the main aiming sight. The locked objects that are hit will receive a certain percentage of the damage from the first virtual weapon. This damage percentage is usually lower than the damage percentage when shooting with the first aiming sight, which may cause the locked objects being struck to lose a certain amount of health but not necessarily be directly killed.

[0109] The following is an example of the allocation method for assigning the second damage value to each of the locked objects being struck in S803. Specifically, in different situations, the allocation method of the second damage value for each locked object determined by the second aiming coverage area of the second aiming sight is different. That is, the second damage value is assigned to each of the locked objects being struck according to the following steps: Determine the damage percentage of each locked object bearing the total damage value of the first virtual weapon based on the number of locked objects being struck, the distance between each locked object and the controlled virtual object, and whether the main aiming sight of the second aiming sight aims at any locked object, and assign the second damage value to each locked object.

[0110] In a specific implementation, the allocation method of the second damage value varies depending on the situation. The system dynamically calculates and allocates the second damage value through a specific algorithm based on the number of locked objects determined by the second aiming coverage area, the distance between each locked object and the controlled virtual object, and whether the main aiming sight aims at any locked object.

[0111] For example, when the number of locked objects is large, the total damage of the first virtual weapon will be distributed among more locked objects, resulting in a lower damage value for each locked object; locked objects that are closer may bear a higher damage percentage; if the main aiming sight aims at a certain locked object, that locked object will receive a higher damage percentage. This allocation method combines real-time data analysis and algorithm processing to ensure that the damage output is both reasonable and strategic in different combat scenarios.

[0112] The following is an example of several specific allocation methods. That is, the step of determining the damage percentage of each locked object bearing the total damage value of the first virtual weapon based on the number of locked objects being struck, the distance between each locked object and the controlled virtual object, and whether the main aiming sight of the second aiming sight aims at any locked object, and assigning the second damage value to each locked object includes the following situations:

[0113] Case 1: If each locked object is within the same distance range within the effective range, and the main sight does not aim at any locked object, then the damage value of the first virtual weapon is evenly distributed among the locked objects.

[0114] In a specific implementation, if the main sight does not aim at any locked object and each locked object is within the effective range of the first virtual weapon, multiple distance ranges can be preset within this effective range. According to the distance between each locked object and the controlled virtual object, the locked objects are divided into different distance ranges. The locked objects within the same distance range are assigned the same damage ratio, and the locked objects in different distance ranges are assigned different damage ratios. The smaller the distance range, the greater the corresponding assigned damage ratio. By measuring the distance in real time and intelligently distributing the damage value, it is ensured that the targets at close range receive higher damage, and the damage is distributed reasonably and efficiently.

[0115] Exemplarily, the effective range of the first virtual weapon is 100m, which is divided into three distance ranges: 10m - 30m, 30 - 60m, and 60m - 100m. There are 3 locked objects covered within the second aiming coverage area of the second sight, the main sight does not aim at any of the locked objects, and these 3 locked objects are all within the distance range of 30 - 60m. Then the damage is evenly distributed among these 3 locked objects, and the damage ratio of each locked object is 33.3%.

[0116] Case 2: If each locked object is within the same distance range within the effective range, and the main sight aims at the first locked object, then the first virtual weapon's damage value of the first preset ratio is assigned to the targeted first locked object, and the remaining second locked objects among the at least one locked object, excluding the first locked object, are evenly distributed the second virtual weapon's damage value of the second preset ratio; the sum of the first preset ratio and the second preset ratio is 1.

[0117] In a specific implementation, if the main sight aims at the first locked object, while the other second locked objects are within the effective range of the first virtual weapon and in the same distance range, the system will assign the first preset ratio of the first virtual weapon's damage to the first locked object. The remaining damage is then evenly distributed to the remaining second locked objects. The system monitors the positions and distances of each target in real time and dynamically adjusts the damage distribution through an intelligent algorithm to ensure that the main targeted object receives higher damage and improve the strike efficiency.

[0118] Here, a higher damage ratio is usually assigned to the first locked target that is normally aimed at by the main sight, while the remaining second locked targets that are not aimed at by the main sight jointly share the remaining damage ratio. This mechanism not only ensures that the main-aimed target receives a more severe blow, increasing the reward for precise shooting, but also reduces the damage received by other locked targets that are not aimed at by the main sight through an intelligent damage distribution algorithm, thereby motivating players to focus on precise shooting and enhancing the strategic depth and sense of operation of the game.

[0119] Exemplarily, within the second aiming coverage area of the second sight, there are 3 locked targets, namely Target A, Target B, and Target C. The main sight aims at Target A, and Target B and Target C are in the same distance range. Then, a damage ratio of 50% of the first virtual weapon is assigned to Target A, and Target B and Target C evenly share the remaining 50% of the damage of the first virtual weapon. That is, Target B and Target C are each assigned 25% of the damage of the first virtual weapon.

[0120] Case 3: If any locked target exceeds the effective range, a third preset ratio of the damage value of the first virtual weapon is assigned to the locked target that exceeds the effective range.

[0121] Here, for locked targets that are beyond the effective range of the first virtual weapon but still within the second aiming coverage area of the second sight, they can still be hit regardless of whether the main sight aims at any locked target. However, at this time, the damage received by these locked targets will be set according to a preset attenuation rule. For example, a smaller third preset ratio of the damage of the first virtual weapon is assigned to them. This mechanism ensures that even if the target is at the edge of the weapon's range, the player's attack can still have an effect, and at the same time, it simulates the real physical effect through the damage attenuation technology, reflecting the impact of the target distance on the shooting effect, further enriching the combat dimension and strategic considerations of the game.

[0122] Exemplarily, among the 3 locked targets covered within the second aiming coverage area of the second sight, namely Target A, Target B, and Target C, and the positions of Target B and Target C are both beyond the effective range of the first virtual weapon, then both Target B and Target C are assigned 5% of the damage of the first virtual weapon. If the main sight aims at Target A, then 50% of the damage of the first virtual weapon is assigned to Target A.

[0123] Case 4: If there is only one locked target, the entire damage value of the first virtual weapon is assigned to the locked target.

[0124] In specific implementation, if there is only one locked target covered within the second aiming coverage area of the second sight, regardless of whether the main sight aims at this locked target, the entire damage value of the first virtual weapon is assigned to this locked target, that is, a damage ratio of 100% is assigned.

[0125] Among them, the specific ratios of the first preset ratio, the second preset ratio, and the third preset ratio involved in the embodiments of the present application are not limited, and can be specifically configured according to the specific type of the game, the type of the virtual weapon, etc.

[0126] It can be understood that during the operation of the game, there are situations where players switch virtual weapons. The following specifically describes the weapon switching situation. That is, in a possible implementation manner, after the step of replacing the first aiming sight with the second aiming sight on the graphical user interface in S101, the method further includes: in response to a second trigger operation of a weapon switching instruction, controlling the controlled virtual object to switch the currently used first virtual weapon to a second virtual weapon, and replacing the second aiming sight with a third aiming sight on the graphical user interface for display; wherein, the third aiming sight is the aiming sight of the second virtual weapon, and the display form of the third aiming sight is different from the display form of the second aiming sight.

[0127] In a specific implementation, after the embodiments of the present application activate the assisted aiming skill for the controlled virtual character, if the player switches weapons during the operation of the game, the assisted aiming skill can still be used. Specifically, although the third aiming sight corresponding to the switched second virtual weapon will be displayed on the graphical user interface, both the third aiming sight and the previous second aiming sight are composite aiming sights, and their functions are to expand the aiming range. Only the display forms of the two change because of the corresponding virtual weapons. For example, after switching weapons, the size, shape, or color of the composite aiming sight may be adjusted according to the characteristics of the new weapon, but still maintain its core function of expanding the aiming range.

[0128] Furthermore, the display forms of the third aiming sight and the second aiming sight include at least one of the following different forms: the display form of the main aiming sight in the second aiming sight is different from the display form of the main aiming sight in the third aiming sight; the display form of the assisted aiming border in the second aiming sight is different from the display form of the assisted aiming border in the third aiming sight; the second aiming coverage area of the second aiming sight is different from the third aiming coverage area of the third aiming sight.

[0129] In specific implementations, the sight forms of different virtual weapons are set differently, taking into account various factors such as the type, range, and aiming range of the virtual weapons. For example, different types of virtual weapons, such as sniper rifles, shotguns, and submachine guns, have different uses, and their corresponding sight forms need to adapt to the corresponding combat requirements. For weapons with a longer range, the display form of the sight should facilitate the shooter to accurately locate the target at a long distance, and its aiming coverage area will be relatively large to adapt to the search and capture of long-distance targets; while for weapons with a shorter range, the sight form focuses more on quick aiming and shooting at close range, and the aiming coverage area is relatively small to avoid interfering with the accurate locking of nearby targets. In short, the differential design of the sight form aims to enable different weapons to exert the best aiming efficiency in their respective applicable scenarios and distances, improving the accuracy and hit rate of shooting.

[0130] Exemplarily, Figure 9 FIG. 6 shows a schematic diagram of the graphical user interface provided by an embodiment of the present application. Figure 9 The shown graphical user interface includes the display forms of the compound sights (second sights) of three virtual weapons. Figure 9 (a) shows the display form of the compound sight of a rifle. Figure 9 (b) shows the display form of the compound sight of a submachine gun. Figure 9 (c) shows the display form of the compound sight of a pistol. The main sight display forms of the rifle, submachine gun, and pistol are different, the display forms of the auxiliary aiming borders of the rifle, submachine gun, and pistol are different, and the sizes of the aiming coverage areas of the rifle, submachine gun, and pistol are also different.

[0131] Based on the same inventive concept, an embodiment of the present application also provides a control device in a shooting game corresponding to the control method in the shooting game provided in the above embodiment. Since the principle of solving problems by the device in the embodiment of the present application is similar to the control method in the shooting game in the above embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.

[0132] As Figure 10 、 11 shown, Figure 10 FIG. 1 shows a functional module diagram of a control device 1000 in a shooting game provided by an embodiment of the present application. Figure 11 FIG. 2 shows a functional module diagram of a control device 1000 in a shooting game provided by an embodiment of the present application. As Figure 10 shown, the device provides a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a first sight, at least part of the game scene, and a plurality of hostile virtual objects located in the game scene. The control device 1000 in the shooting game includes:

[0133] A display module 1010, configured to replace the first aiming sight with a second aiming sight and display the replacement on the graphical user interface in response to a first trigger event; both the first aiming sight and the second aiming sight are aiming sights of a first virtual weapon currently used by a controlled virtual object, and a second aiming coverage area of the second aiming sight is larger than a first aiming coverage area of the first aiming sight.

[0134] A control module 1020, configured to control the controlled virtual object to use the first virtual weapon to fire bullets at and strike at least one locked object in response to a first trigger operation of a shooting instruction; each of the locked objects is a hostile virtual object within the second aiming coverage area.

[0135] In a possible implementation manner, as Figure 10 shown, the display module 1010 is specifically configured to control an auxiliary aiming skill of the controlled virtual object to be in an available state in response to a second trigger event that the controlled virtual object meets the condition for unlocking the auxiliary aiming skill; and in a case where the auxiliary aiming skill of the controlled virtual object is in an available state, replace the first aiming sight with a second aiming sight and display the replacement on the graphical user interface in response to a first trigger event.

[0136] In a possible implementation manner, as Figure 11 shown, the control device 1000 in a shooting game further includes a switching module 1030; the switching module 1030 is further configured to control the controlled virtual object to switch the currently used first virtual weapon to a second virtual weapon and replace the second aiming sight with a third aiming sight and display the replacement on the graphical user interface in response to a second trigger operation of a weapon switching instruction; wherein, the third aiming sight is the aiming sight of the second virtual weapon, and a display form of the third aiming sight is different from a display form of the second aiming sight.

[0137] In a possible implementation manner, as Figure 11 shown, the control device 1000 in a shooting game further includes a locking module 1040, and the locking module 1040 is configured to scan the second aiming coverage area of the second aiming sight in real time to determine the at least one locked object aimed at by the second aiming sight.

[0138] In a possible implementation manner, as Figure 11 shown, the display module 1010 is further configured to display a locking identifier of each of the locked objects on the graphical user interface in response to a third trigger event of determining the at least one locked object aimed at by the second aiming sight.

[0139] In a possible implementation manner, as Figure 11As shown, the display module 1010 is further configured to display the lock identifier of the first locked object and the lock identifier of the second locked object in different display forms on the graphical user interface; the second locked object is the locked object other than the first locked object among the at least one locked object.

[0140] In a possible implementation manner, as Figure 11 shown, the display module 1010 is further configured to, in response to determining the at least one locked object aimed at by the second sight and the fourth trigger event that the main sight of the second sight aims at the first locked object among the at least one locked object, prominently display the main sight of the second sight on the graphical user interface.

[0141] In a possible implementation manner, as Figure 11 shown, the display module 1010 is further configured to, in response to the number of objects of the locked object aimed at by the second sight reaching the preset locking number of the first virtual weapon, prominently display the auxiliary aiming border of the second sight on the graphical user interface.

[0142] In a possible implementation manner, as Figure 11 shown, the locking module 1040 is specifically configured to continuously scan the second aiming coverage area of the second sight to determine at least one hostile virtual object covered by the second aiming coverage area of the second sight; if the number of objects of the at least one hostile virtual object covered by the second aiming coverage area is greater than the aiming capacity threshold of the first virtual weapon, screen out the at least one locked object from the at least one hostile virtual object covered based on a preset locking priority; if the number of objects of the at least one hostile virtual object covered by the second aiming coverage area is less than or equal to the aiming capacity threshold of the first virtual weapon, determine each covered hostile virtual object as the locked object.

[0143] In a possible implementation manner, as Figure 11 shown, the locking module 1040 is specifically configured to sort the at least one hostile virtual object according to the preset locking priority, and determine the hostile virtual objects within the aiming capacity threshold after sorting as locked objects; wherein, the preset locking priority includes a distance priority and a health priority.

[0144] In a possible implementation manner, as Figure 10As shown, the control module 1020 is further configured to, before responding to the first trigger event, in response to a third trigger operation of a shooting instruction, control the controlled virtual object to use the first virtual weapon to fire bullets to strike a hostile virtual object aimed at by the first sight, and assign a first damage value to the struck hostile virtual object; when responding to the first trigger event, control the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object, and assign a second damage value to each struck locked object; the first damage value is greater than or equal to the second damage value.

[0145] In a possible implementation manner, as Figure 10 shown, the control module 1020 is specifically configured to assign a second damage value to each struck locked object according to the following steps: determine the damage ratio of each locked object to bear the total damage value of the first virtual weapon according to the number of locked objects to be struck, the distance between each locked object and the controlled virtual object, and whether the main sight of the second sight aims at any locked object, and assign a second damage value to each locked object.

[0146] In a possible implementation manner, as Figure 10 shown, the control module 1020 is specifically configured to assign a second damage value to each struck locked object according to the following steps: if all locked objects are in the same distance interval within the effective range and the main sight does not aim at any locked object, evenly distribute the damage value of the first virtual weapon to all locked objects; if all locked objects are in the same distance interval within the effective range and the main sight aims at the first locked object, assign a first preset ratio of the damage value of the first virtual weapon to the aimed first locked object, and evenly distribute a second preset ratio of the damage value of the first virtual weapon to each second locked object except the first locked object among the at least one locked object; the sum of the first preset ratio and the second preset ratio is 1; if any locked object exceeds the effective range, assign a third preset ratio of the damage value of the first virtual weapon to the locked object that exceeds the effective range; if there is only one locked object, assign all the damage value of the first virtual weapon to the locked object.

[0147] In a possible implementation manner, as Figure 10 shown, the control module 1020 is further configured to, in response to a first trigger operation of a shooting instruction, play an animation in which the ballistic trajectory splits into the number of targets and strikes each locked object respectively; the number of targets is the same as the number of the at least one locked object.

[0148] In an embodiment of the present application, in response to a first trigger event, a display module replaces a first aiming sight with a second aiming sight and displays the second aiming sight on a graphical user interface; both the first aiming sight and the second aiming sight are aiming sights of a first virtual weapon currently used by a controlled virtual object, and a second aiming coverage area of the second aiming sight is larger than a first aiming coverage area of the first aiming sight; in response to a first trigger operation of a shooting instruction, a control module controls the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object; each locked object is a hostile virtual object within the second aiming coverage area. By activating the assisted aiming skill in the present application, the aiming sight automatically adjusts its form to expand the aiming range, enabling simultaneous strikes on multiple targets, reducing the requirement for aiming accuracy, and improving shooting efficiency.

[0149] Based on the same inventive concept, refer to Figure 12 As shown, a schematic structural diagram of an electronic device 1200 provided by an embodiment of the present application includes: a processor 1210, a memory 1220, and a bus 1230. The memory 1220 stores machine-readable instructions executable by the processor 1210. When the electronic device 1200 runs, communication is carried out between the processor 1210 and the memory 1220 through the bus 1230. When the machine-readable instructions are run by the processor 1210, the steps of the control method in the shooting game as described in any one of the above embodiments are executed.

[0150] Specifically, when the machine-readable instructions are executed by the processor 1210, the following processing can be performed: in response to a first trigger event, replacing a first aiming sight with a second aiming sight and displaying the second aiming sight on a graphical user interface; both the first aiming sight and the second aiming sight are aiming sights of a first virtual weapon currently used by a controlled virtual object, and a second aiming coverage area of the second aiming sight is larger than a first aiming coverage area of the first aiming sight; in response to a first trigger operation of a shooting instruction, controlling the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object; each locked object is a hostile virtual object within the second aiming coverage area.

[0151] In an embodiment of the present application, by activating the assisted aiming skill, the aiming sight automatically adjusts its form to expand the aiming range, enabling simultaneous strikes on multiple targets, reducing the requirement for aiming accuracy, and improving shooting efficiency.

[0152] Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps of the control method in the shooting game provided in the above embodiment are executed.

[0153] Specifically, the storage medium can be a general storage medium, such as a removable disk, a hard disk, etc. When the computer program on the storage medium is run, it can execute the control method in the above shooting game. By activating the assisted aiming skill, the sight can automatically adjust its form to expand the aiming range, enabling simultaneous strikes on multiple targets, reducing the requirement for aiming accuracy, and improving shooting efficiency.

[0154] In the embodiments of the present application, when the computer program is run by a processor, it can also execute other machine-readable instructions to execute other methods described in the embodiments. For the specific method steps and principles, refer to the description in the embodiments and will not be elaborated here.

[0155] The computer program product for the control method in the shooting game provided by the embodiments of the present application includes a computer-readable storage medium storing program codes. The instructions included in the program codes can be used to execute the methods described in the previous method embodiments. For the specific implementation, refer to the method embodiments and will not be elaborated here.

[0156] The device for the control method in the shooting game provided by the embodiments of the present application can be specific hardware on the device or software or firmware installed on the device. The implementation principle and the technical effects produced by the device provided by the embodiments of the present application are the same as those of the previous method embodiments. For a brief description, for the parts not mentioned in the device embodiments, reference can be made to the corresponding content in the previous method embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems, devices, and units described above can all refer to the corresponding processes in the above method embodiments and will not be elaborated here.

[0157] In the embodiments provided by the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there can be other division methods in actual implementation. For another example, 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 displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces. The indirect coupling or communication connection of the devices or units can be in an electrical, mechanical, or other forms.

[0158] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0159] In addition, each functional unit in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.

[0160] If the above-mentioned function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application, in essence, or the part that contributes to the prior art, or a part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present application. The aforementioned storage medium includes: various media that can store program codes, such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.

[0161] It should be noted that similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for descriptive distinction and cannot be understood as indicating or implying relative importance.

[0162] Finally, it should be noted that the above-mentioned embodiments are only specific implementation manners of the present application, used to illustrate the technical solutions of the present application, rather than limiting them. The protection scope of the present application is not limited thereto. Although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: any person skilled in the art within the technical scope disclosed in the present application can still modify the technical solutions described in the foregoing embodiments, or can easily think of changes, or make equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application. All should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A control method in a shooting game, characterized in that, Provide a graphical user interface through a terminal device. The content displayed on the graphical user interface includes a first aiming sight, at least part of a game scene, and a plurality of hostile virtual objects located in the game scene. The method includes: In response to a first trigger event, replace the first aiming sight with a second aiming sight and display it on the graphical user interface. Both the first aiming sight and the second aiming sight are the aiming sights of the first virtual weapon currently used by the controlled virtual object, and the second aiming coverage area of the second aiming sight is larger than the first aiming coverage area of the first aiming sight. In response to a first triggering operation of a shooting instruction, control the controlled virtual object to use the first virtual weapon to fire bullets at at least one locked object. Each of the locked objects is a hostile virtual object within the second aiming coverage area.

2. The method according to claim 1, wherein The first trigger event is an event where the controlled virtual object meets the condition to activate the assisted aiming skill. The first trigger event includes at least one of the following events: The health value of the controlled virtual object is less than or equal to a preset threshold. The cumulative number of hostile virtual objects killed by the controlled virtual object is greater than or equal to a preset number.

3. The method according to claim 1, characterized in that, The second aiming sight includes an assisted aiming border and a main aiming sight, and the main aiming sight is located within the second aiming coverage area indicated by the assisted aiming border.

4. The method according to claim 3, characterized in that The display form of the main aiming sight is the same as that of the first aiming sight.

5. The method according to claim 1, wherein Before the step of replacing the first aiming sight with the second aiming sight and displaying it on the graphical user interface in response to the first trigger event, the method further includes: in response to a second trigger event where the controlled virtual object meets the condition to unlock the assisted aiming skill, control the assisted aiming skill of the controlled virtual object to be in an available state. The step of replacing the first aiming sight with the second aiming sight and displaying it on the graphical user interface in response to the first trigger event includes: when the assisted aiming skill of the controlled virtual object is in an available state, in response to the first trigger event, replace the first aiming sight with the second aiming sight and display it on the graphical user interface.

6. The method according to claim 5, wherein The second trigger event includes that the character level of the controlled virtual object is greater than or equal to a preset level.

7. The method according to claim 1, characterized in that After the step of replacing the first aiming sight with the second aiming sight and displaying it on the graphical user interface, the method further includes: In response to a second triggering operation of a weapon switching instruction, control the controlled virtual object to switch the currently used first virtual weapon to a second virtual weapon, and replace the second aiming sight with a third aiming sight and display it on the graphical user interface. Wherein, the third aiming sight is the aiming sight of the second virtual weapon, and the display form of the third aiming sight is different from that of the second aiming sight.

8. The method according to claim 7, wherein The display forms of the third aiming sight and the second aiming sight include at least one of the following different forms: The display forms of the main aiming sights in the second aiming sight and the third aiming sight are different; the display forms of the assisted aiming borders in the second aiming sight and the third aiming sight are different; the second aiming coverage area of the second aiming sight and the third aiming coverage area of the third aiming sight are different.

9. The method according to claim 1, characterized in that, After the step of replacing the first sight with the second sight and displaying it on the graphical user interface, and before the step of the first trigger operation in response to the shooting instruction, the method further includes: Scanning the second aiming coverage area of the second sight in real time to determine at least one locked object aimed at by the second sight.

10. The method according to claim 9, wherein The method further includes: In response to a third trigger event of determining at least one locked object aimed at by the second sight, displaying a lock identifier for each of the locked objects on the graphical user interface.

11. The method according to claim 10, characterized in that, If the main sight of the second sight aims at a first locked object among the at least one locked objects, the displaying a lock identifier for each of the locked objects on the graphical user interface includes: Displaying the lock identifier of the first locked object and the lock identifier of a second locked object in different display forms on the graphical user interface; the second locked object is a locked object other than the first locked object among the at least one locked objects.

12. The method according to claim 9, wherein, The method further includes: In response to a fourth trigger event of determining at least one locked object aimed at by the second sight and the main sight of the second sight aiming at a first locked object among the at least one locked objects, highlighting the main sight of the second sight on the graphical user interface.

13. The method according to claim 9, characterized in that, The method further includes: In response to the number of objects of the locked objects aimed at by the second sight reaching a preset lock number of the first virtual weapon, highlighting the auxiliary aiming border of the second sight on the graphical user interface.

14. The method according to claim 9, wherein The step of scanning the second aiming coverage area of the second sight in real time to determine at least one locked object aimed at by the second sight includes: Scanning the second aiming coverage area of the second sight in real time to determine at least one hostile virtual object covered by the second aiming coverage area of the second sight; If the number of objects of at least one hostile virtual object covered by the second aiming coverage area is greater than the aiming capacity threshold of the first virtual weapon, screening out the at least one locked object from the at least one covered hostile virtual objects based on a preset lock priority; If the number of objects of at least one hostile virtual object covered by the second aiming coverage area is less than or equal to the aiming capacity threshold of the first virtual weapon, determining each covered hostile virtual object as the locked object.

15. The method according to claim 14, wherein The screening out the at least one locked object from the at least one covered hostile virtual objects based on a preset lock priority includes: Sorting the at least one hostile virtual object according to the preset lock priority and determining the hostile virtual objects within the aiming capacity threshold after sorting as the locked objects; wherein the preset lock priority includes a distance priority and a health priority.

16. The method according to claim 1, wherein Before the response to the first trigger event, the method further includes: in response to a third trigger operation of the shooting instruction, controlling the controlled virtual object to use the first virtual weapon to fire a bullet to strike a hostile virtual object aimed at by the first sight and assigning a first damage value to the struck hostile virtual object; After controlling the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object, the method further includes: assigning a second damage value to each of the struck locked objects; the first damage value being greater than or equal to the second damage value.

17. The method according to claim 16, wherein Assign a second damage value to each of the struck locked objects according to the following steps: Determine the damage ratio of each locked object to bear the total damage value of the first virtual weapon according to the number of the struck locked objects, the distance between each locked object and the controlled virtual object, and whether the main sight of the second sight aims at any locked object, and assign a second damage value to each locked object.

18. The method according to claim 17, characterized in that, The determining the damage ratio of each locked object to bear the total damage value of the first virtual weapon according to the number of the struck locked objects, the distance between each locked object and the controlled virtual object, and whether the main sight of the second sight aims at any locked object, and assigning a second damage value to each locked object includes: If each locked object is in the same distance interval within the effective range and the main sight does not aim at any locked object, then evenly distribute the damage value of the first virtual weapon to each locked object; If each locked object is in the same distance interval within the effective range and the main sight aims at the first locked object, then assign a first preset ratio of the damage value of the first virtual weapon to the targeted first locked object, and evenly distribute a second preset ratio of the damage value of the first virtual weapon to each of the second locked objects other than the first locked object among the at least one locked object; the sum of the first preset ratio and the second preset ratio is 1; If any locked object is beyond the effective range, then assign a third preset ratio of the damage value of the first virtual weapon to the locked object beyond the effective range; If there is only one locked object, then assign all of the damage value of the first virtual weapon to the locked object.

19. The method according to claim 1, characterized in that, The method further includes: In response to the first trigger operation of the shooting instruction, play an animation in which the ballistic trajectory splits into the number of targets to strike each locked object respectively; the number of targets being the same as the number of the at least one locked object.

20. A control device in a shooting game, characterized in that, Provide a graphical user interface through a terminal device, the content displayed on the graphical user interface including a first sight, at least part of the game scene, and a plurality of hostile virtual objects located in the game scene; the device includes: A display module, configured to replace the first sight with a second sight and display it on the graphical user interface in response to a first trigger event; both the first sight and the second sight are sights of the first virtual weapon currently used by the controlled virtual object, and the second aiming coverage area of the second sight is larger than the first aiming coverage area of the first sight; A control module, configured to control the controlled virtual object to use the first virtual weapon to fire bullets to strike at least one locked object in response to the first trigger operation of the shooting instruction; each of the locked objects is a hostile virtual object within the second aiming coverage area.

21. An electronic device, characterized in that, Including: A processor, a memory, and a bus, wherein the memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are run by the processor, the steps of the control method in the shooting game according to any one of claims 1 to 19 are executed.

22. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps of the control method in the shooting game according to any one of claims 1 to 19 are executed.