Control method and device of aim point, electronic equipment, computer readable storage medium and computer program product

By using the adsorption function and damping function to control the movement of the quasi-centeredness in shooting games, the problem of quasi-centeredness deviation from the target is solved, the aiming accuracy and human-computer interaction efficiency are improved, and the gaming experience is enhanced.

CN120393398APending Publication Date: 2025-08-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202510794071.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-13
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

In shooting games, the quasi-center easily deviates from the target, resulting in low aiming accuracy and low human-computer interaction efficiency.

Method used

By displaying the center of the center in the virtual scene and controlling its movement in response to the aiming operation, the center of the center is triggered to automatically move towards the virtual object, combining the damping function and the following function to improve the aiming accuracy and efficiency.

Benefits of technology

It improves the accuracy of accurate aiming and human-computer interaction efficiency, reduces misoperation, and enhances the immersion and operation experience of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN120393398A_ABST
    Figure CN120393398A_ABST
Patent Text Reader

Abstract

The invention provides an aim point control method and device, electronic equipment, a computer readable storage medium and a computer program product, and the method comprises the steps: displaying a first virtual object in a virtual scene, and displaying an aim point for aiming at the first virtual object; based on the aim point, in response to aiming operation for the first virtual object, controlling the aim point to move towards the first virtual object; in response to the fact that the aim point enters an adsorption area with the first virtual object as the center, an adsorption function acting on the aim point is triggered, and the adsorption function is used for controlling the aim point to automatically move towards the first virtual object so as to be adsorbed to the first virtual object; in the process that the aim point moves towards the first virtual object, in response to the fact that the aim point enters a target area with the first virtual object as the center, a target function acting on the aim point is triggered, and the target function comprises at least one of a damping function and a following function. In this way, the aiming precision based on the aim point and the man-machine interaction efficiency can be improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of Internet technologies, and in particular, to a method and device for controlling a crosshair, an electronic device, a computer-readable storage medium, and a computer program product. Background Art

[0002] In related shooting games, the position to be shot by a virtual prop is mostly determined by a crosshair. However, when a player operates manually, the crosshair usually easily deviates from the target, and the aiming accuracy of the crosshair is relatively low, which also results in a relatively low efficiency of human-computer interaction in a virtual scene. Summary of the Invention

[0003] Embodiments of this application provide a method and device for controlling a crosshair, an electronic device, a computer-readable storage medium, and a computer program product, which can improve the aiming accuracy and human-computer interaction efficiency based on the crosshair.

[0004] The technical solution of the embodiments of this application is implemented as follows:

[0005] Embodiments of this application provide a method for controlling a crosshair, including:

[0006] Display a first virtual object in a virtual scene, and display a crosshair for aiming at the first virtual object;

[0007] Based on the crosshair, in response to an aiming operation on the first virtual object, control the crosshair to move towards the first virtual object;

[0008] In response to the crosshair entering an adsorption area centered on the first virtual object, trigger an adsorption function acting on the crosshair, where the adsorption function is used to control the crosshair to automatically move towards the first virtual object to adsorb to the first virtual object;

[0009] During the process of the crosshair moving towards the first virtual object, in response to the crosshair entering a target area centered on the first virtual object, trigger a target function acting on the crosshair, where the target function includes at least one of a damping function and a following function;

[0010] Wherein, the damping function is used to reduce the sensitivity when aiming based on the crosshair, and the following function is used to control the crosshair to follow the movement of the first virtual object.

[0011] Embodiments of this application provide a device for controlling a crosshair, including:

[0012] A display module, configured to display a first virtual object in a virtual scene and display a crosshair for aiming at the first virtual object;

[0013] A control module, configured to control the aiming crosshair to move towards the first virtual object based on the aiming crosshair and in response to an aiming operation on the first virtual object;

[0014] A first trigger module, configured to trigger an adsorption function acting on the aiming crosshair in response to the aiming crosshair entering an adsorption area centered on the first virtual object, where the adsorption function is used to control the aiming crosshair to automatically move towards the first virtual object to adsorb to the first virtual object;

[0015] A second trigger module, configured to trigger a target function acting on the aiming crosshair in response to the aiming crosshair entering a target area centered on the first virtual object during the process of the aiming crosshair moving towards the first virtual object, where the target function includes at least one of a damping function and a following function; wherein, the damping function is used to reduce the sensitivity when aiming based on the aiming crosshair, and the following function is used to control the aiming crosshair to follow the movement of the first virtual object.

[0016] In the above solution, the second trigger module is configured to trigger a target function corresponding to the target area in response to the aiming crosshair entering the target area centered on the first virtual object during the process of the aiming crosshair moving towards the first virtual object, where the target function includes at least one of a damping function and a following function; wherein, the damping function is used to reduce the moving speed of the aiming crosshair, and the following function is used to control the aiming crosshair to follow the movement of the first virtual object.

[0017] In the above solution, the target area includes a damping area corresponding to the damping function and a following area corresponding to the following function, and the damping area includes the following area. The second trigger module is further configured to trigger the damping function based on the adsorption function in response to the aiming crosshair entering the damping area; and trigger the following function based on the adsorption function and the damping function in response to the aiming crosshair entering the following area.

[0018] In the above solution, the second trigger module is further configured to reduce the sensitivity of aiming based on the aiming crosshair in response to the aiming operation being executed during the process when the aiming crosshair is in the damping area.

[0019] In the above solution, the target area includes a damping area corresponding to the damping function and a following area corresponding to the following function, and the following area includes the damping area. The second trigger module is further configured to trigger the following function based on the adsorption function in response to the aiming crosshair entering the following area; and trigger the damping function based on the adsorption function and the following function in response to the aiming crosshair entering the damping area.

[0020] In the above solution, the device further includes a setting module, which is used to display a setting interface, and at least one of the following is displayed in the setting interface: a damping intensity setting control, a following intensity setting control, and an adsorption function switch; wherein, the damping intensity setting control is used to set the damping magnitude for the aiming point, and the damping magnitude is negatively correlated with the magnitude of the sensitivity; the following intensity setting control is used to set the following speed of the aiming point following the first virtual object.

[0021] In the above solution, the setting module is further used to display an assisted aiming switch, and the assisted aiming switch is used to turn on the assisted aiming function, and the assisted aiming function includes the adsorption function and the target function; in response to a trigger operation on the assisted aiming switch, the assisted aiming function is turned on; the first trigger module is further used to, in response to the aiming point entering the adsorption area centered on the first virtual object and the assisted aiming function being turned on, trigger the adsorption function acting on the aiming point.

[0022] In the above solution, the first trigger module is further used to, during the process of the aiming point moving towards the first virtual object based on the adsorption function, control the adsorption speed of the first virtual object to gradually slow down; wherein, the adsorption speed is the automatic movement speed of the aiming point triggered by the adsorption function, and the magnitude of the adsorption speed is positively correlated with the target distance, and the target distance is the distance between the aiming point and the first virtual object.

[0023] In the above solution, the first trigger module is further used to, in response to the adsorption speed of the first virtual object slowing down to the speed threshold, keep the adsorption speed of the first virtual object unchanged.

[0024] In the above solution, the second trigger module is further used to, in response to the aiming point entering the following area included in the target area, and the following area corresponds to the following function, when the first virtual object moves and the following condition is satisfied, trigger the following function acting on the aiming point; wherein, when at least one of the following processes is triggered, it is determined that the following condition is satisfied: in response to a movement operation on the second virtual object, controlling the second virtual object to move a target distance; in response to a perspective adjustment operation on the second virtual object, adjusting the perspective of the second virtual object; wherein, the second virtual object is a virtual object that uses the aiming point to aim at the first virtual object.

[0025] In the above solution, the aiming point is the aiming point of the shooting prop. The first trigger module is further configured to, in response to the aiming point entering the adsorption area centered on the first virtual object, when receiving an aiming operation or a shooting operation on the shooting prop, trigger the adsorption function acting on the aiming point; wherein, the aiming operation is an operation to turn on the telescopic sight of the shooting prop.

[0026] In the above solution, the first trigger module is further configured to display at least one adsorption point on the bone line of the first virtual object, and the adsorption point is the end point when the aiming point automatically moves towards the first virtual object; based on the adsorption function, display the process of the aiming point moving towards the target adsorption point among the at least one adsorption point.

[0027] In the above solution, the first trigger module is further configured to prominently display the target adsorption point among the at least one adsorption point, and the target adsorption point is the adsorption point closest to the aiming point; based on the adsorption function, display the process of the aiming point moving towards the target adsorption point.

[0028] In the above solution, the first trigger module is further configured to, in response to the horizontal line where the aiming point is located intersecting the first virtual object, use the intersection point of the horizontal line and the first virtual object as the end point of the automatic movement of the aiming point, and control the aiming point to horizontally move towards the intersection point; in response to the horizontal line where the aiming point is located not intersecting the first virtual object, control the aiming point to move towards the head or foot of the first virtual object.

[0029] In the above solution, the first trigger module is further configured to, in response to the horizontal line where the aiming point is located being above the head of the first virtual object, use the tangent point generated by translating the horizontal line downward and intersecting the head of the first virtual object as the end point of the automatic movement of the aiming point, and control the aiming point to move towards the tangent point; in response to the horizontal line where the aiming point is located being below the foot of the first virtual object, control the aiming point to move towards the foot closest to the aiming point.

[0030] In the above solution, the first trigger module is further configured to, when the aiming point enters the bounding box of the first virtual object, record the duration when the aiming point enters the bounding box; in response to the duration reaching the duration threshold, turn off the adsorption function.

[0031] In the above solution, the first trigger module is further configured to, in response to a movement operation on the aiming point, control the aiming point to move in the target direction, and the target direction is opposite to the movement direction indicated by the adsorption function; in response to the moving distance of the aiming point in the target direction reaching the distance threshold, turn off the adsorption function.

[0032] In the above solution, the first trigger module is further configured to, during the process that the crosshair moves towards the first virtual object, close the adsorption function of the crosshair in response to meeting the adsorption closing condition; wherein, the adsorption closing condition includes at least one of the following: the crosshair is within the bounding box of the first virtual object; a target movement operation for the crosshair is received, and the target movement operation is used to indicate moving the crosshair in a target direction, and the target direction is opposite to the movement direction indicated by the adsorption function; the number of consecutive shooting operations performed on the first virtual object reaches the target number; the crosshair moves outside the adsorption area; the distance between the first virtual object and the second virtual object is outside the target distance range, and the second virtual object is the virtual object that aims at the first virtual object using the crosshair.

[0033] In the above solution, the first trigger module is further configured to, in response to the line of sight of the second virtual object being interfered with when the second virtual object aims at the first virtual object based on the crosshair, close the crosshair assistance function, and the crosshair assistance function includes at least one of the adsorption function, the damping function, and the following function; wherein, the second virtual object is the virtual object holding the shooting prop corresponding to the crosshair, and the reasons for the line of sight being interfered with include at least one of the following: there is an object in the virtual scene that blocks the line of sight of the second virtual object; a third virtual object performs an operation to interfere with the line of sight of the second virtual object.

[0034] In the above solution, the number of the first virtual objects is multiple, and the first trigger module is further configured to, in response to the crosshair entering the adsorption areas corresponding to the multiple first virtual objects, display each of the first virtual objects in a target display style, and the target display style is used to indicate that the crosshair enters the adsorption area corresponding to the corresponding first virtual object; for the target first virtual object among the multiple first virtual objects, trigger the adsorption function acting on the crosshair; display the process of the crosshair automatically moving towards the target first virtual object.

[0035] In the above solution, the first trigger module is further configured to select, based on the distances between each of the first virtual objects and the crosshair, the first virtual object closest to the crosshair from the multiple first virtual objects as the target first virtual object; or select, based on the priorities of each of the first virtual objects, the first virtual object with the highest priority from the multiple first virtual objects as the target first virtual object.

[0036] In the above solution, the device further includes a detection module, which performs real-time position detection on the aiming point to obtain a first detection result; wherein, the first detection result is used to indicate whether the aiming point is in the auxiliary aiming area centered on the first virtual object, and the auxiliary aiming area includes the adsorption area and the target area; based on the first detection result, in response to the aiming point being in the auxiliary aiming area, adsorption position detection is performed on the aiming point to obtain a second detection result, and the second detection result is used to indicate whether the aiming point is in the adsorption area; the first trigger module is further configured to, based on the second detection result, in response to the aiming point entering the adsorption area centered on the first virtual object, trigger the adsorption function acting on the aiming point.

[0037] An embodiment of the present application provides an electronic device, including:

[0038] A memory for storing computer-executable instructions or computer programs;

[0039] A processor, when executing the computer-executable instructions or computer programs stored in the memory, implements the control method of the aiming point provided by the embodiment of the present application.

[0040] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or computer programs, which are used to cause a processor to implement the control method of the aiming point provided by the embodiment of the present application when executed.

[0041] An embodiment of the present application provides a computer program product, which includes computer-executable instructions or computer programs, and the computer-executable instructions or computer programs are stored in a computer-readable storage medium. The processor of the electronic device reads the computer-executable instructions or computer programs from the computer-readable storage medium, and the processor executes the computer-executable instructions or computer programs, so that the electronic device executes the control method of the aiming point provided by the embodiment of the present application.

[0042] The embodiment of the present application has the following beneficial effects:

[0043] During the process of aiming at the first virtual object based on the aiming crosshair, when the aiming crosshair enters the adsorption area centered on the first virtual object, the adsorption function for controlling the automatic movement of the aiming crosshair towards the first virtual object is triggered, so that the aiming crosshair is adsorbed to the first virtual object; during the process of the aiming crosshair moving towards the first virtual object, when the aiming crosshair enters the target area centered on the first virtual object, the target function corresponding to the target area and including at least one of the damping function and the following function is triggered; thus, when the aiming crosshair enters the adsorption area centered on the first virtual object, the adsorption function that makes the aiming crosshair automatically move towards the first virtual object is triggered, so that the aiming crosshair is adsorbed to the first virtual object, which facilitates the aiming crosshair to more accurately focus on the aiming target and improves the human-computer interaction efficiency; at the same time, during the process of the aiming crosshair moving towards the first virtual object, in response to the aiming crosshair entering the target area centered on the first virtual object, the target function corresponding to the target area and including at least one of the damping function and the following function is triggered, which facilitates the user to control the aiming crosshair, improves the aiming accuracy based on the aiming crosshair, and further improves the human-computer interaction efficiency and the hardware resource utilization rate of the electronic device. Description of the Drawings

[0044] Figure 1 is a schematic structural diagram of the control system 100 of the aiming crosshair provided by an embodiment of the present application;

[0045] Figure 2 is a schematic structural diagram of an electronic device provided by an embodiment of the present application;

[0046] Figure 3 is a schematic flowchart of the control method of the aiming crosshair provided by an embodiment of the present application;

[0047] Figure 4 is a schematic diagram of the aiming crosshair provided by an embodiment of the present application;

[0048] Figure 5 is a schematic diagram of the aiming control and the firing control provided by an embodiment of the present application;

[0049] Figure 6 is a schematic diagram of the bone line provided by an embodiment of the present application;

[0050] Figure 7 is a schematic diagram of the adsorption point provided by an embodiment of the present application;

[0051] Figure 8 is a schematic diagram of the bone point provided by an embodiment of the present application;

[0052] Figure 9 is a schematic diagram of determining the adsorption end point based on the horizontal line of the aiming crosshair provided by an embodiment of the present application Figure 1 ;

[0053] Figure 10Schematic diagram of determining the adsorption end point based on the horizontal line of the aiming point provided by the embodiment of the present application Figure 2 ;

[0054] Figure 11 Schematic diagram of the bounding box of the first virtual object provided by the embodiment of the present application;

[0055] Figure 12 Schematic diagram of the adsorption area and the target area provided by the embodiment of the present application;

[0056] Figure 13 Schematic diagram of the damping area including the following area provided by the embodiment of the present application;

[0057] Figure 14 Schematic diagram of the following area including the damping area provided by the embodiment of the present application;

[0058] Figure 15 Schematic diagram of the setting interface provided by the embodiment of the present application Figure 1 ;

[0059] Figure 16 Schematic diagram of the setting interface provided by the embodiment of the present application Figure 2 ;

[0060] Figure 17 Schematic diagram of the auxiliary aiming switch provided by the embodiment of the present application;

[0061] Figure 18 Schematic diagram of the midpoint of the capsule of the virtual object provided by the embodiment of the present application;

[0062] Figure 19 Schematic diagram of the auxiliary aiming area provided by the embodiment of the present application;

[0063] Figure 20 Schematic diagram of the process of the control method of the aiming point provided by the embodiment of the present application;

[0064] Figure 21 Schematic diagram of the configuration curve of the auxiliary aiming range provided by the embodiment of the present application. Detailed implementation manners

[0065] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations of the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.

[0066] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments. However, it is understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.

[0067] In the following description, the terms "first", "second", and "third" are only used to distinguish similar objects and do not represent a specific order for the objects. It is understood that "first", "second", and "third" can be interchanged in a specific order or sequence when permitted, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein.

[0068] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those of ordinary skill in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.

[0069] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are described. The nouns and terms involved in the embodiments of this application are subject to the following explanations.

[0070] 1) Responsive to, which is used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations to be executed can be real-time or can have a set delay; without special instructions, there is no limitation on the execution order of multiple operations to be executed.

[0071] 2) Client, also known as the user side, refers to a program that provides local services corresponding to the server. Except for some applications that can only run locally, it is generally installed on the terminal and needs to cooperate with the server to run, that is, there needs to be a corresponding server and service program in the network to provide corresponding services. In this way, a specific communication connection needs to be established between the client side and the server side to ensure the normal operation of the application program. For example, a virtual scene client (such as a game client), a video client.

[0072] 3) Virtual scene, which is the virtual scene displayed (or provided) when the application program runs on the terminal. The virtual scene can be a simulation environment of the real world, a semi-simulated virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5D virtual scene, or a three-dimensional virtual scene. The embodiments of this application do not limit the dimension of the virtual scene. For example, the virtual scene can include the sky, land, ocean, etc. The land can include environmental elements such as deserts and cities, and users can control virtual objects to move in the virtual scene.

[0073] 4) Virtual object: Images of various people and objects that can interact in a virtual scene, or movable objects in a virtual scene. The movable object can be a virtual character, a virtual animal, an anime character, etc. For example: people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual object can be a virtual image in the virtual scene used to represent the user. A virtual scene can include multiple virtual objects, and each virtual object has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene.

[0074] For example, the virtual object can be a user role controlled through operations on the client, or an artificial intelligence (AI, Artificial Intelligence) set in a virtual scene battle through training, or a non-player character (NPC, Non-Player Character) set in a virtual scene interaction. Among them, the number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined according to the number of clients joining the interaction.

[0075] 5) First-Person Shooting (FPS) game: A shooting game in which the user can view the game from the first-person perspective (i.e., the subjective perspective of the player). The picture of the virtual scene in the game is the picture of observing the virtual scene from the perspective of the virtual object controlled by the terminal.

[0076] 6) Field of View (FOV): The field of view of the camera mounted on the main control virtual object of the current terminal, measured in degrees; in other words, the angular range within which the camera can receive images in the virtual scene is called the field of view of the main control virtual object. In an FPS game, since the user observes the virtual scene from the first-person perspective, the field of view of the main control virtual object in the FPS game refers to the virtual scene picture that can be seen on the display (i.e., the terminal screen), and this virtual scene picture represents the field of view range of the currently observable game world by the main control virtual object.

[0077] 7) User Interface (UI): A medium for interaction and information exchange between the system and the user, used to realize the conversion between the internal form of information and the form acceptable to humans.

[0078] See Figure 1 , Figure 1It is a schematic architecture diagram of the aiming control system 100 provided by an embodiment of the present application. A terminal (exemplarily showing the terminal 400) is connected to the server 200 through the network 300. Among them, the network 300 can be a wide area network or a local area network, or a combination of the two, and uses wireless or wired links to achieve data transmission.

[0079] Among them, the server 200 is used to send the display data of the virtual scene to the terminal 400;

[0080] The terminal 400 is used to receive the display data of the virtual scene and display the virtual scene based on the display data of the virtual scene; display a first virtual object in the virtual scene and display a sight for aiming at the first virtual object; based on the sight, in response to an aiming operation on the first virtual object, control the sight to move towards the first virtual object; in response to the sight entering an adsorption area centered on the first virtual object, trigger an adsorption function acting on the sight, and the adsorption function is used to control the sight to automatically move towards the first virtual object to adsorb to the first virtual object; during the process of the sight moving towards the first virtual object, in response to the sight entering a target area centered on the first virtual object, trigger a target function acting on the sight, and the target function includes at least one of a damping function and a following function; among them, the damping function is used to reduce the sensitivity when aiming based on the sight, and the following function is used to control the sight to follow the first virtual object to move.

[0081] In this way, when the sight enters the adsorption area centered on the first virtual object, the adsorption function that makes the sight automatically move towards the first virtual object is triggered, so that the sight adsorbs to the first virtual object, which is convenient for the sight to more accurately focus on the aiming target and improves the human-computer interaction efficiency; at the same time, during the process of the sight moving towards the first virtual object, in response to the sight entering the target area centered on the first virtual object, the target function corresponding to the target area and including at least one of the damping function and the following function is triggered, which is convenient for the user to control the sight, improves the aiming accuracy based on the sight, and further improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device

[0082] In some embodiments, the server 200 may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal 400 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a set-top box, a smart voice interaction device, a smart home appliance, a virtual reality device, a vehicle terminal, an aircraft, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal and the server may be directly or indirectly connected through wired or wireless communication methods, and there is no limitation in the embodiments of the present application.

[0083] Next, the electronic device for implementing the aiming control method provided in the embodiments of the present application will be described. Refer to Figure 2 , Figure 2 FIG. is a schematic structural diagram of the electronic device provided in the embodiments of the present application. The electronic device may be a server or a terminal. Taking the terminal shown in Figure 1 as an example, Figure 2 the electronic device shown in FIG. includes: at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal 400 is coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear illustration, in Figure 2 all kinds of buses are labeled as the bus system 440.

[0084] The processor 410 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.

[0085] The user interface 430 includes one or more output devices 431 that enable the display of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, other input buttons, and controls.

[0086] The memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memories, hard disk drives, optical disc drives, etc. The memory 450 optionally includes one or more storage devices that are physically remote from the processor 410.

[0087] The memory 450 includes volatile memory or non-volatile memory, and may also include both volatile and non-volatile memory. The non-volatile memory can be read-only memory (ROM), and the volatile memory can be random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.

[0088] In some embodiments, the memory 450 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are illustrated below.

[0089] The operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, the core library layer, the driver layer, etc., for implementing various basic services and handling hardware-based tasks;

[0090] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include: Bluetooth, Wi-Fi (Wireless Fidelity), and USB (Universal Serial Bus), etc.;

[0091] The presentation module 453 is used to enable the display of information (such as a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with the user interface 430 (such as a display screen, a speaker, etc.).

[0092] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one of one or more input devices 432.

[0093] In some embodiments, the device provided by the embodiments of the present application can be implemented in software. Figure 2The control device 455 for the aiming point stored in the memory 450 is shown, which may be software in the form of a program, a plug-in, etc., and includes the following software modules: a display module 4551, a control module 4552, a first trigger module 4553, and a second trigger module 4554. These modules are logical, so they can be combined arbitrarily or further split according to the functions implemented. The functions of each module will be described below.

[0094] In some other embodiments, the device provided by the embodiments of the present application may be implemented in a hardware manner. As an example, the control device for the aiming point provided by the embodiments of the present application may be a processor in the form of a hardware decoding processor, which is programmed to execute the control method for the aiming point provided by the embodiments of the present application. For example, a processor in the form of a hardware decoding processor may employ one or more application specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field programmable gate arrays (FPGAs), or other electronic components.

[0095] In some embodiments, the terminal or the server may implement the control method for the aiming point provided by the embodiments of the present application by running a computer program. For example, the computer program may be a native program or a software module in the operating system; it may be a native application (APP), that is, a local client, that is, a program that needs to be installed in the operating system to run, such as a game APP; it may also be a small program, that is, a program that only needs to be downloaded to the browser environment to run; it may also be a small program that can be embedded into any APP. In short, the above computer program may be any form of client, module, or plug-in.

[0096] Based on the above description of the aiming point control system and the electronic device provided by the embodiments of the present application, the control method for the aiming point provided by the embodiments of the present application will be described below. In actual implementation, the control method for the aiming point provided by the embodiments of the present application may be implemented independently by the terminal or the server, or implemented collaboratively by the terminal and the server, taking Figure 1 the terminal 400 in Figure 3 as an example to separately execute the control method for the aiming point provided by the embodiments of the present application for illustration. Refer to Figure 3 which is a schematic flowchart of the control method for the aiming point provided by the embodiments of the present application. Next, it will be described in conjunction with Figure 3 the steps shown.

[0097] Step 101, the terminal displays a first virtual object in a virtual scene and displays a sight for aiming at the first virtual object.

[0098] It should be noted that the terminal is provided with a client that supports the virtual scene, such as a game client. When the user opens the client on the terminal and the terminal runs the client, a request for obtaining the display data of the virtual scene is generated and sent to the server. Thus, in response to the obtaining request, the server sends the display data of the virtual scene, that is, the game data, to the terminal so that the terminal presents the virtual scene.

[0099] Among them, an application program that supports the virtual scene is installed on the terminal. The application program can be any one of a first-person shooting game, a third-person shooting game, a multiplayer online battle arena game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight survival game. The user can use the terminal to operate the virtual object located in the virtual scene for activities. When the user opens the application program on the terminal and the terminal runs the application program, the terminal presents the virtual scene. Here, the virtual scene is obtained by observing the virtual scene from the perspective of the first-person object or from the third-person perspective.

[0100] In the virtual scene, a first virtual object is displayed. Among them, the first virtual object can be other player objects and / or other virtual objects. The other player objects can be player objects belonging to the same group as the current player object or player objects belonging to different groups from the current player object; the other virtual objects include virtual objects controlled by other player objects, or can be non-player characters, that is, non-user characters (NPCs, Non-Player Characters). The non-player characters are controlled by the system and can be displayed in the terminal controlled by the user for interaction with the virtual objects controlled by the player objects; or the first virtual object can also be virtual items, virtual buildings, etc. In this regard, the embodiments of the present application do not make any limitations.

[0101] It should be noted that the sight refers to the center point within the field of view in the game. The sight is used to indicate the landing point corresponding to the projectile of the shooting prop when the user initiates a shot. The sight is usually located at the center of the screen and is used to assist the aiming operation of the shooting prop and indicate the flying direction of the projectile of the shooting prop.

[0102] In some embodiments, before displaying the aiming reticle for aiming at the first virtual object, in the virtual scene, a second virtual object is also displayed, and in response to a prop-equipping operation on the second virtual object, the second virtual object is controlled to equip a shooting prop; thus, the process of displaying the aiming reticle for aiming at the first virtual object may include, in response to the second virtual object equipping the shooting prop, displaying the aiming reticle for aiming at the first virtual object.

[0103] It should be noted that the second virtual object here is the virtual object corresponding to the player's control, and in response to an interaction instruction for the second virtual object, the second virtual object can be controlled to interact with the first virtual object; and the virtual prop is a prop with a projectile and having shooting attributes. After being triggered by the user's shooting operation, the virtual prop will launch the projectile corresponding to the shooting prop towards the landing point indicated by the reticle, so that the projectile takes effect when it reaches the landing point, or the projectile takes effect in advance when it encounters an obstacle (such as a wall, a bunker, a vehicle, etc.) during the launch. The shooting prop is a shooting-type prop (such as a virtual gun, a virtual bow, a virtual slingshot, etc.) or a throwing-type prop (such as a virtual landmine, etc.). When the shooting prop is a shooting-type prop, the projectile refers to the projectile loaded inside the shooting prop, such as virtual ammunition, virtual arrows, etc. When the shooting prop is a throwing-type prop, the projectile refers to the shooting prop itself. In this regard, the embodiments of the present application do not make any limitations.

[0104] In actual implementation, when the second virtual object equips the shooting prop, the aiming reticle for aiming at the first virtual object is displayed; exemplarily, referring to Figure 4 , Figure 4 is a schematic diagram of the reticle provided by the embodiments of the present application. Based on Figure 4 , the dotted box 401 indicates the reticle. Thus, when the second virtual object equips the shooting prop, the reticle indicated by the dotted box 401 is displayed.

[0105] It should be noted that when the aiming reticle for aiming at the first virtual object is displayed, the aiming control and the firing control of the shooting prop can also be displayed. The aiming control is used to trigger the operation of aiming with a scope, that is, to turn on the aiming target (such as the first virtual object) for aiming at the projectile of the shooting prop based on the scope. The firing control is used to launch the projectile corresponding to the shooting prop to the landing point indicated by the reticle.

[0106] Wherein, when the second virtual object is equipped with a shooting prop, the aiming screen of the shooting prop can be displayed, and the aiming screen is also the screen of the virtual scene including the aiming reticle; in some embodiments, it is possible not to perform scope shooting (including that the second virtual object is not equipped with a telescopic sight, or although the second virtual object is equipped with a telescopic sight but uses a non-scope shooting mode), that is, directly use the field of view screen of the second virtual object as the aiming screen, so as to respond to the trigger operation on the firing control, and launch the corresponding projectile of the shooting prop to the landing point indicated by the aiming reticle; or it can also be that scope shooting is performed (including that the second virtual object is equipped with a telescopic sight and uses the scope shooting mode), in response to the trigger operation on the aiming control, based on the physical diameter and magnification of the telescopic sight, the field of view screen of the second virtual object is magnified to obtain a new aiming screen, and then in response to the trigger operation on the firing control, the corresponding projectile of the shooting prop is launched to the landing point indicated by the aiming reticle; wherein, the field of view screen of the second virtual object is the image that can be observed by the virtual camera mounted on the second virtual object.

[0107] Step 102, based on the aiming reticle, in response to the aiming operation on the first virtual object, control the aiming reticle to move towards the first virtual object.

[0108] It should be noted that the aiming operation on the first virtual object triggered based on the aiming reticle is also the movement operation on the aiming reticle. Among them, when the aiming reticle is fixed at the center point of the aiming screen, since the display position of the aiming reticle remains unchanged (that is, the aiming reticle is always displayed at the center of the virtual scene), the movement operation on the aiming reticle is also the viewing angle adjustment operation on the second virtual object. In other words, it is to control the second virtual object to adjust the viewing angle, so as to drive the aiming reticle located at the viewing angle center point of the second virtual object to make corresponding adjustments. Among them, the viewing angle adjustment operation on the second virtual object can be triggered by at least one of a keyboard, a mouse, a joystick, and a function control. For this, the embodiments of the present application do not make specific limitations.

[0109] In actual implementation, since the aiming operation on the first virtual object triggered based on the aiming reticle is also the movement operation on the aiming reticle, therefore, based on the aiming reticle, in response to the aiming operation on the first virtual object, control the aiming reticle to move towards the first virtual object.

[0110] Step 103, in response to the aiming reticle entering the adsorption area centered on the first virtual object, trigger the adsorption function acting on the aiming reticle. The adsorption function is used to control the aiming reticle to automatically move towards the first virtual object to adsorb to the first virtual object.

[0111] In some embodiments, the aiming reticle is the reticle of a shooting prop. Thus, the process of triggering the adsorption function acting on the aiming reticle in response to the aiming reticle entering the adsorption area centered on the first virtual object may include: in response to the aiming reticle entering the adsorption area centered on the first virtual object, when a scope opening operation or a shooting operation for the shooting prop is received, triggering the adsorption function acting on the aiming reticle; wherein, the scope opening operation is an operation of opening the scope of the shooting prop.

[0112] It should be noted that the adsorption area centered on the first virtual object may be a spatial range or a planar area located outside the first virtual object and including the first virtual object. For example, the adsorption area is a three-dimensional spatial range centered on the object model of the first virtual object in the virtual scene, and the object model of the first virtual object is located within this three-dimensional spatial range. As an example, the object model of the first virtual object is a capsule-shaped model, and this three-dimensional spatial range is a cylindrical spatial range located outside the capsule and including the capsule. As another example, the adsorption area is a two-dimensional planar area centered on the model projection of the first virtual object in the aiming screen. The model projection of the first virtual object refers to the two-dimensional projection image of the object model of the first virtual object in this aiming screen. Among them, this two-dimensional planar area is a rectangular planar area including this model projection.

[0113] In actual implementation, when the position of the aiming reticle is detected and the detection result indicates that the aiming reticle is in the adsorption area centered on the first virtual object, the adsorption function acting on the aiming reticle can be directly triggered, or as described above, when a scope opening operation or a shooting operation for the shooting prop is received, the adsorption function acting on the aiming reticle is triggered. In this regard, the embodiments of the present application do not make any limitations.

[0114] Among them, the scope opening operation is an operation of opening the scope of the shooting prop. As described above, when the second virtual object is equipped with a shooting prop, aiming controls and firing controls will be displayed. Thus, the scope opening operation here is a trigger operation for the aiming control, and the shooting operation is a shooting operation for the firing control. In other words, in response to the aiming reticle entering the adsorption area centered on the first virtual object, when a trigger operation for the aiming control or a trigger operation for the firing control of the shooting prop is received, the adsorption function acting on the aiming reticle is triggered. Exemplarily, referring to Figure 5 , Figure 5 is a schematic diagram of the aiming control and the firing control provided by the embodiments of the present application. Based on Figure 5 , what 501 indicates is the aiming control, and what 502 indicates is the firing control.

[0115] Thus, when the aiming reticle enters the adsorption area, the adsorption function of the aiming reticle will only be triggered when a scope-in operation or a shooting operation is received. In this way, if the adsorption function is automatically activated as soon as the aiming reticle enters the adsorption area, players may trigger adsorption due to the aiming reticle accidentally entering the target area, resulting in the inability to freely move the aiming reticle. For example, when a player just wants to quickly sweep across the target area, they may be adsorbed and thus unable to continue the previous aiming action. By triggering the adsorption function only when a scope-in operation or a shooting operation is received, players can more freely control the movement of the aiming reticle and avoid affecting the operation fluency due to accidental triggering of adsorption. At the same time, players can choose whether to trigger the adsorption function according to their tactical intentions and operation habits. For example, during rapid movement, players may not need the aiming reticle to be adsorbed but instead hope to quickly adjust the aiming direction. When precise shooting is required, triggering adsorption through a scope-in or shooting operation can enable more accurate target hits. In this way, players' control over the aiming reticle is more proactive and flexible, enhancing the immersion and operation experience of the game.

[0116] It should be noted that after the adsorption function of the aiming reticle is triggered, the aiming reticle is controlled to automatically move towards the first virtual object to be adsorbed to the first virtual object. Among them, before controlling the aiming reticle to automatically move towards the first virtual object, it is necessary to determine the movement end point of the aiming reticle. The movement end point of the aiming reticle can be determined by the distance between the aiming reticle and the first virtual object or by the horizontal line of the aiming reticle. Next, the process of determining the movement end point of the aiming reticle will be described for different methods.

[0117] In actual implementation, after the adsorption function acting on the aiming reticle is triggered, at least one adsorption point can also be displayed on the bone line of the first virtual object. The adsorption point is the end point when the aiming reticle automatically moves towards the first virtual object; based on the adsorption function, the process of the aiming reticle moving towards the target adsorption point among at least one adsorption point is displayed.

[0118] It should be noted that the bone line is a line formed by connecting the bone attachment points of the first virtual object. The bone attachment point is a Socket (attachment point) mounted on the bone of the object model of the first virtual object, and at least includes a head bone point and a body bone point. Among them, the head bone point is mounted on the head bone of the object model, and the body bone point is mounted on the body bone of the object model. The relative position of the bone attachment point and the model bone always remains unchanged, and the bone attachment point will move as the model bone moves. Exemplarily, referring to Figure 6 , Figure 6 is a schematic diagram of the bone line provided by an embodiment of the present application. Based on Figure 6 ,the black line indicated by 601 is the bone line, and multiple points such as 602 on the bone line are bone attachment points.

[0119] It should be noted that most of the bone attachment points on the object model of the first virtual object are fixed, such as the points on the head and joints, and the adsorption points here include the bone attachment points and other points on the bone line except the bone attachment points; Exemplarily, see Figure 7 , Figure 7 is a schematic diagram of the adsorption points provided by the embodiments of the present application. Based on Figure 7 , the points indicated by 702 and 703 are two bone attachment points, and the point indicated by 701 is other points except the bone attachment points.

[0120] In this way, after triggering the adsorption function acting on the crosshair, at least one adsorption point is displayed on the bone line of the first virtual object, so that based on the adsorption function, the process of the crosshair moving towards the target adsorption point among at least one adsorption point is displayed; In this way, by displaying at least one adsorption point, clear visual feedback is provided to the player, enabling the player to intuitively see the position where the crosshair will move, which helps the player better understand the adsorption mechanism of the game, thereby improving the accuracy and efficiency of operations. At the same time, in the case where no adsorption point is displayed, the player may need to guess the position where the crosshair will move, which increases the uncertainty of operations. After the adsorption point is displayed, the player can clearly see the moving target of the crosshair, improving the player's gaming experience.

[0121] In some embodiments, for the case where the moving end point of the crosshair is determined by the distance between the crosshair and the first virtual object, based on the adsorption function, the process of the crosshair moving towards the target adsorption point among at least one adsorption point may include highlighting the target adsorption point among at least one adsorption point, and the target adsorption point is the adsorption point closest to the crosshair; Based on the adsorption function, the process of the crosshair moving towards the target adsorption point is displayed.

[0122] It should be noted that the highlighting can be, for example, through special effects such as highlighting, and the process of determining the target adsorption point among at least one adsorption point can be to draw a perpendicular line from the crosshair to the bone line. If the intersection point of the perpendicular line and the bone line is on the bone line, this intersection point is used as the target adsorption point. If the intersection point of the perpendicular line and the bone line is on the extension line of the bone line, obtain the distance between the end point of the bone line and the crosshair, and based on this distance, select the end point closest to the crosshair from multiple end points as the target adsorption point. Among them, the end points of the bone line include the head bone point and the two foot bone points.

[0123] Among them, the head bone point refers to the bone attachment point mounted on the model head of the first virtual object, and this head bone point is preset. For example, this head bone point is the lowest point of the mandible of the first virtual object, or this head bone point is the center point of the head of the first virtual object, etc. In this regard, the embodiments of the present application do not make limitations. The foot bone point refers to the bone attachment point mounted on the model foot of the first virtual object, and this foot bone point is also preset. For example, it can be the point at the ankle of the first virtual object, or it can be the point at the toe of the first virtual object, etc. In this regard, the embodiments of the present application do not make limitations. Exemplarily, refer to Figure 8 , Figure 8 is a schematic diagram of the bone points provided by the embodiments of the present application. Based on Figure 8 , what 801 indicates is the head bone point of the first virtual object, which is the center point of the head of the first virtual object. What 802 and 803 indicate are the two foot bone points of the first virtual object, which are the points at the toes of the first virtual object.

[0124] In this way, the adsorption point closest to the sight is used as the target adsorption point and is highlighted, and then based on the adsorption function, the process of the sight moving towards the target adsorption point is displayed; in this way, selecting the adsorption point closest to the sight as the target adsorption point can reduce the aiming error of the player. Because the closest adsorption point is usually the closest to the player's current aiming direction, the distance and angle of the sight moving will be smaller. Not only does it make the adsorption process of the sight more natural and improve the player's game immersion, but also the smaller the distance and angle of the sight moving, the shorter the time for the player to complete aiming and shooting, which also improves the shooting efficiency; at the same time, highlighting the target adsorption point can provide clear visual cues for the player, enabling the player to intuitively see the position where the sight will move to, improving the player's game experience.

[0125] In some embodiments, for the case where the end point of the sight is determined by the horizontal line of the sight, after triggering the adsorption function acting on the sight, it is also possible to, in response to the horizontal line where the sight is located intersecting the first virtual object, use the intersection point of the horizontal line and the first virtual object as the end point of the automatic movement of the sight, and control the sight to move horizontally towards the intersection point; in response to the horizontal line where the sight is located not intersecting the first virtual object, control the sight to move towards the head or foot of the first virtual object.

[0126] It should be noted that the horizontal line where the sight is located is a straight line indicating the horizontal height of the sight, which is equivalent to a straight line passing through the sight and parallel to the horizon of the virtual scene; when the horizontal line where the sight is located intersects the first virtual object, the intersection point of the horizontal line and the first virtual object, that is, the intersection point of the horizontal line and the bone line of the first virtual object, is used as the end point of the automatic movement of the sight, and the sight is controlled to move horizontally towards this intersection point; Exemplarily, refer to Figure 9 andFigure 10 , Figure 9 is a schematic diagram of determining the adsorption end point based on the horizontal line of the aiming point provided by an embodiment of the present application Figure 1 , Figure 10 is a schematic diagram of determining the adsorption end point based on the horizontal line of the aiming point provided by an embodiment of the present application Figure 2 , based on Figure 9 , taking the line indicated by 901 as an example, when the point indicated by 902 is the aiming point, the line indicated by 901 is the horizontal line of the aiming point, and the point indicated by 903 is the intersection point of the horizontal line indicated by 901 and the bone line of the first virtual object indicated by 904. Based on Figure 10 , the point indicated by 1001 is the aiming point, the line indicated by 1002 is the horizontal line of the aiming point, and the intersection point of the horizontal line indicated by 1002 and the bone line indicated by 1003 is the adsorption end point of the aiming point.

[0127] Alternatively, the intersection point of the horizontal line and the bounding box of the first virtual object is used as the end point for the automatic movement of the aiming point, and the aiming point is controlled to move horizontally towards this intersection point; wherein, the bounding box of the first virtual object (also known as the collision box or hit box) refers to one or more geometric bodies used to simplify the shape of an object, which are used to approximately represent the actual appearance of the virtual object in the virtual scene, and this geometric body is usually composed of some simple shapes, such as a cuboid, a sphere or a polygon mesh, etc. Exemplarily, see Figure 11 , Figure 11 is a schematic diagram of the bounding box of the first virtual object provided by an embodiment of the present application. Based on Figure 11 , the first virtual object indicated by the dashed box 1101, and the dashed box 1102 indicating the bounding of the first virtual object is the bounding box of the first virtual object.

[0128] In this way, when the horizontal line at the aiming point intersects with the first virtual object, the intersection point is used as the adsorption end point. When the horizontal line at the aiming point does not intersect with the first virtual object, the aiming point is controlled to move towards the head or foot of the first virtual object; in this way, the adsorption end point can be dynamically adjusted according to the current position of the aiming point, which means that when the player moves the aiming point, the adsorption end point will change with the intersection point of the horizontal line of the aiming point and the target, thus being closer to the player's actual aiming intention. At the same time, when the horizontal line of the aiming point does not intersect with the target, controlling the aiming point to move towards the head or foot of the target can provide a reasonable default adsorption direction in the case of no clear intersection point, making the adsorption process of the aiming point more reasonable, thereby improving the player's gaming experience.

[0129] In actual implementation, in response to the horizontal line where the aiming point is located not intersecting with the first virtual object, the process of controlling the aiming point to move towards the head or foot of the first virtual object specifically includes: in response to the horizontal line where the aiming point is located being above the head of the first virtual object, taking the tangent point generated by translating the horizontal line downward and intersecting with the head of the first virtual object as the end point of the automatic movement of the aiming point, and controlling the aiming point to move towards the tangent point; in response to the horizontal line where the aiming point is located being below the foot of the first virtual object, controlling the aiming point to move towards the foot closest to the aiming point.

[0130] It should be noted that the horizontal height of the aiming point, the horizontal height of the head of the first virtual object, and the horizontal height of the foot are obtained. When the horizontal height of the aiming point is greater than the horizontal height of the head of the first virtual object, it is determined that the horizontal line where the aiming point is located is above the head of the first virtual object; when the horizontal height of the aiming point is less than the horizontal height of the foot of the first virtual object, it is determined that the horizontal line where the aiming point is located is below the foot of the first virtual object.

[0131] Among them, from the straight lines tangent to the head of the first virtual object, the tangent line parallel to the horizon of the virtual scene is selected as the horizontal line of the head of the first virtual object, and the horizontal height indicated by the horizontal line of the head of the first virtual object is used as the horizontal height of the head of the first virtual object; from the plane where the foot of the first virtual object is located, a straight line passing through the foot of the first virtual object is selected, and from these straight lines, the straight line parallel to the horizon of the virtual scene is selected as the horizontal line of the foot of the first virtual object, and the horizontal height indicated by the horizontal line of the foot of the first virtual object is used as the horizontal height of the foot of the first virtual object.

[0132] It should be noted that for determining whether the horizontal line intersects with the first virtual object, the bounding box of the first virtual object is determined. When the horizontal line intersects with the bounding box, it is determined that the horizontal line intersects with the first virtual object; when the horizontal line does not intersect with the bounding box, the horizontal line does not intersect with the first virtual object.

[0133] Meanwhile, when the horizontal line where the aiming point is located is above the head of the first virtual object, the horizontal line is translated downward. When the horizontal line is tangent to the head of the first virtual object, that is, when the horizontal line is tangent to the bounding box of the first virtual object (the bounding box at the head is a sphere) or intersects (the bounding box at the head is a non-sphere), the tangent point or intersection point is used as the end point of the automatic movement of the aiming point, and the aiming point is controlled to move towards the tangent point or intersection point; alternatively, in response to the horizontal line where the aiming point is located being above the head of the first virtual object, the aiming point can also be moved towards the head bone point closest to the aiming point. In this regard, the embodiments of the present application do not make any limitations.

[0134] Accordingly, in response to the horizontal line where the crosshair is located being below the feet of the first virtual object, control the crosshair to move towards the nearest foot, that is, move the crosshair towards the nearest foot bone point, or translate the horizontal line where the crosshair is located upward. When the horizontal line is tangent (the bounding box at the feet is a sphere) or intersects (the bounding box at the feet is non-spherical) with the bounding box of the first virtual object, use the tangent point or intersection point as the end point of the automatic movement of the crosshair, and control the crosshair to move towards the tangent point or intersection point.

[0135] In this way, when the horizontal line where the crosshair is located does not intersect with the first virtual object, it is determined that the horizontal line is above the head or below the feet of the first virtual object, and thus the adsorption end point is determined according to the different positions of the horizontal line; in this way, the adsorption end point can be determined according to the current position of the crosshair, providing a reasonable default adsorption direction, making the adsorption process of the crosshair more reasonable, and thus improving the game experience of players.

[0136] In some embodiments, after triggering the adsorption function, the adsorption function of the crosshair can also be turned off. Specifically, after the triggering acts on the adsorption function of the crosshair, it is also possible to turn off the adsorption function of the crosshair in response to meeting the adsorption closing condition during the process of the crosshair moving towards the first virtual object; among them, the adsorption closing condition includes at least one of the following: the crosshair is within the bounding box of the first virtual object; a target movement operation for the crosshair is received, and the target movement operation is used to indicate moving the crosshair in the target direction, and the target direction is opposite to the moving direction indicated by the adsorption function; the number of consecutive shooting operations performed on the first virtual object reaches the target number; the crosshair moves outside the adsorption area; the distance between the first virtual object and the second virtual object is outside the target distance interval, and the second virtual object is the virtual object that uses the crosshair to aim at the first virtual object.

[0137] It should be noted that, as described above, the bounding box (also called the collision box or hit box) of the first virtual object refers to one or more geometric bodies used to simplify the shape of the object, which are used to approximately represent the actual appearance of the virtual object in the virtual scene. This geometric body is usually composed of some simple shapes, such as a cuboid, a sphere, or a polygon mesh, etc. And the crosshair being within the bounding box of the first virtual object can mean that when the crosshair enters the bounding box of the first virtual object, it is determined that the adsorption closing condition is met, or it can also mean that when the crosshair enters the bounding box of the first virtual object and reaches the duration threshold, it is determined that the adsorption closing condition is met. In this regard, the embodiments of the present application do not make a limitation; and the moving direction indicated by the adsorption function refers to the automatic moving direction of the crosshair under the effect of the adsorption function; and the target number and the target distance interval are preset, and in this regard, the embodiments of the present application do not make a limitation.

[0138] Thus, when the above conditions are met, it means that the player no longer needs the adsorption function or the current scene is not suitable for triggering the adsorption function. Based on this, the adsorption function is turned off. In this way, not only the player's gaming experience is improved, but also the interference of the adsorption function to the game is reduced, and the concealment and effectiveness of the adsorption function are enhanced.

[0139] Next, for the above different conditions respectively, the situation of turning off the adsorption function will be described.

[0140] In actual implementation, for the condition that the crosshair is within the bounding box of the first virtual object, in the case of turning off the adsorption function, after triggering the adsorption function acting on the crosshair, it is also possible to record the duration when the crosshair enters the bounding box of the first virtual object when the crosshair enters the bounding box; in response to the duration reaching the duration threshold, turn off the adsorption function.

[0141] It should be noted that when the crosshair enters the bounding box of the first virtual object, recording the duration when the crosshair enters the bounding box means starting to time from when the crosshair touches the bounding box, that is, the edge of the bounding box. That is, the duration when the crosshair enters the bounding box refers to the duration between the time point when the crosshair touches the bounding box and the current time point. The duration threshold is preset, such as 0.1 second. In this regard, the embodiments of the present application do not make any limitations.

[0142] In actual implementation, recording the duration when the crosshair enters the bounding box includes recording the duration when the crosshair enters the bounding box in the background and / or displaying the duration when the crosshair enters the bounding box on the front end (i.e., the UI interface of the terminal). Among them, for the way of displaying the duration when the crosshair enters the bounding box, it can be to dynamically represent the duration through a countdown, a progress bar, an hourglass, etc. In this regard, the embodiments of the present application do not make any limitations.

[0143] It should be noted that in the case where the adsorption function is turned off when the crosshair reaches the adsorption end point, if damage has already been caused to the enemy target and the crosshair has not reached the adsorption end point, the adsorption function has not been turned off yet. At this time, the adsorption function will still cause the crosshair to produce a displacement with an indefinite direction and distance within the bounding box corresponding to the virtual object. This displacement will have a great negative impact on the recoil control (the behavior of counteracting the recoil of the weapon). For example, when the adsorption point is the head bone point and the player performs a shooting operation before the crosshair reaches the head bone point, due to the recoil of the virtual weapon at this time, the crosshair will automatically move upward (the muzzle of the gun tilts up due to the recoil). At this time, the player will perform recoil control based on shooting experience, that is, knowing that the crosshair will move upward due to the recoil, so the player will actively move the crosshair downward after shooting. However, since the crosshair has not reached the adsorption end point and the adsorption function has not been turned off, the crosshair itself will automatically move downward. At this time, because the player has already actively moved the crosshair downward, it may cause the crosshair to move excessively downward. Based on this, if the player actively moves the crosshair, it may cause the crosshair to move excessively. If the player does not actively move the crosshair because they know about the adsorption function, it will conflict with the player's recoil control habit. Therefore, by turning off the adsorption function before the crosshair reaches the adsorption end point, the interference to the player's behavior can be reduced, and the concealment of the adsorption function is higher.

[0144] At the same time, if the adsorption function is turned off when the crosshair hits the bounding box, the crosshair may stay at the outermost edge of the bounding box. If the crosshair stays at the outermost edge of the bounding box and the user performs a shooting operation at this time, it may not cause damage to the enemy target. Therefore, by turning off the adsorption function after the duration of the crosshair entering the bounding box reaches the duration threshold, it is ensured that the crosshair can definitely enter the bounding box, avoiding the situation where the crosshair stays at the outermost edge of the bounding box, and improving the error tolerance rate of the shooting process.

[0145] In this way, by turning off the adsorption function before the crosshair reaches the adsorption end point, the interference to the player's behavior can be reduced, and the concealment of the adsorption function is higher. At the same time, by turning off the adsorption function after the duration of the crosshair entering the bounding box reaches the duration threshold, it is ensured that the crosshair can definitely enter the bounding box, avoiding the situation where the crosshair stays at the outermost edge of the bounding box, and improving the error tolerance rate of the shooting process.

[0146] In actual implementation, for the condition of turning off the adsorption function in response to receiving a target movement operation for the crosshair, after triggering the adsorption function acting on the crosshair, it is also possible to, in response to the movement operation for the crosshair, control the crosshair to move in the target direction, where the target direction is opposite to the movement direction indicated by the adsorption function; and in response to the movement distance of the crosshair in the target direction reaching the distance threshold, turn off the adsorption function.

[0147] It should be noted that the moving direction indicated by the adsorption function refers to the automatic moving direction of the crosshair under the effect of the adsorption function; at the same time, the distance threshold can be preset, and the embodiments of the present application do not make any limitations in this regard. Thus, when the player performs a moving operation for controlling the movement in the target direction, it means that the player no longer needs to move the crosshair to the current local target corresponding to the adsorption function. Therefore, the adsorption function is turned off. In this way, not only the player's gaming experience is improved, but also the interference of the adsorption function on the game can be reduced.

[0148] In actual implementation, for the condition that the number of consecutive shooting operations performed on the first virtual object reaches the target number and the adsorption function is turned off, after triggering the adsorption function acting on the crosshair, it is also possible to control continuous shooting at the first virtual object in response to the consecutive shooting operations performed on the first virtual object; when the number of consecutive shooting operations performed on the first virtual object reaches the target number, the adsorption function is turned off.

[0149] It should be noted that consecutive execution means that the time interval between two adjacent shooting operations is less than the target time interval, where the target time interval is preset, and at the same time, the target number is also preset. The embodiments of the present application do not make any limitations in this regard.

[0150] In actual implementation, for the condition that the crosshair moves outside the adsorption area and the adsorption function is turned off, after triggering the adsorption function acting on the crosshair, it is also possible to detect the position of the crosshair, and based on the detection result, in response to the crosshair moving outside the adsorption area, turn off the adsorption function acting on the crosshair.

[0151] Among them, the adsorption area here is as described above, and the embodiments of the present application will not elaborate on this.

[0152] In actual implementation, for the condition that the distance between the first virtual object and the second virtual object is outside the target distance range and the adsorption function is turned off, after triggering the adsorption function acting on the crosshair, it is also possible to display the second virtual object in the virtual scene, where the second virtual object is the virtual object that uses the crosshair to aim at the first virtual object; then, obtain the distance between the first virtual object and the second virtual object, and when this distance does not belong to the target distance range, that is, when this distance is outside the target distance range, turn off the adsorption function acting on the crosshair.

[0153] It should be noted that the second virtual object is as described above, and the embodiments of the present application will not elaborate on this here; the target distance range can be preset, for example, it can be [3, 400], so that when the distance between the first virtual object and the second virtual object does not belong to [3, 400], such as belonging to [0, 3) or (400, ∞], the adsorption function acting on the crosshair is turned off.

[0154] In some embodiments, the number of the first virtual objects may also be multiple. Therefore, it is necessary to select a target first virtual object from the multiple first virtual objects as the virtual object corresponding to the adsorption function. Specifically, when the number of the first virtual objects is multiple, the process of triggering the adsorption function acting on the crosshair in response to the crosshair entering the adsorption area centered on the first virtual object specifically includes: in response to the crosshair entering the adsorption areas corresponding to the multiple first virtual objects, displaying each of the first virtual objects in a target display style, where the target display style is used to indicate that the crosshair enters the adsorption area corresponding to the corresponding first virtual object; triggering the adsorption function acting on the crosshair for the target first virtual object among the multiple first virtual objects; and thus, it is also possible to display the process of the crosshair automatically moving towards the target first virtual object.

[0155] It should be noted that the target display style can be preset, such as highlighting or halo display. When the first virtual object is displayed in the target display style, it indicates that the crosshair is in the adsorption area of the corresponding first virtual object. Therefore, displaying each of the first virtual objects in the target display style means that the crosshair is in the adsorption area of each first virtual object. Therefore, it is necessary to select a target first virtual object from the multiple first virtual objects, and thus trigger the adsorption function acting on the crosshair for the target first virtual object among the multiple first virtual objects. Among them, the target first virtual object can be determined randomly or selected based on distance or priority. The embodiments of the present application do not make any limitations in this regard.

[0156] In this way, when there are multiple first virtual objects, if the crosshair is in the adsorption area of each virtual object, a target first virtual object is determined from the multiple virtual objects, so that the adsorption function only corresponds to the target first virtual object. In this way, when the crosshair is in the adsorption areas of the multiple first virtual objects, if the target first virtual object is not determined, the adsorption function may switch between multiple targets or take effect on multiple targets simultaneously, which will cause it difficult for the player to accurately control the moving direction of the crosshair and target selection, increasing the difficulty and uncertainty of aiming. By determining a target first virtual object, the adsorption function only takes effect on this target, avoiding interference of the adsorption function to the player and improving the accuracy and efficiency of aiming.

[0157] In actual implementation, before triggering the adsorption function acting on the crosshair for the target first virtual object among the multiple first virtual objects, it is also possible to select the first virtual object closest to the crosshair from the multiple first virtual objects based on the distance between each first virtual object and the crosshair as the target first virtual object; or select the first virtual object with the highest priority from the multiple first virtual objects based on the priority of each first virtual object as the target first virtual object.

[0158] It should be noted that the priority of each virtual object is pre-set. For example, the priority of a virtual object controlled by a player is higher than that of a virtual object controlled by the system. For virtual objects controlled by the system, the priority of a virtual object with a high object level is higher than that of a virtual object with a low object level. For example, the priority of a player is higher than that of an elite monster, and the priority of an elite monster is higher than that of an ordinary monster.

[0159] In this way, the target first virtual object is selected based on the distance between the crosshairs and each first virtual object, or the priority of each first virtual object. In this way, when the distance between the crosshairs and each first virtual object is used as the selection basis, the target closest to the target is preferentially attracted, which is consistent with actual shooting experience, thereby improving the accuracy and efficiency of aiming; when the priority of each first virtual object is used as the selection basis, the target with the greatest threat can be preferentially attracted, thereby improving the player's survival rate and combat efficiency.

[0160] Step 104, in the process of the crosshair moving toward the first virtual object, in response to the crosshair entering the target area centered on the first virtual object, triggering a target function acting on the crosshair, the target function including at least one of a damping function and a following function; wherein the damping function is used to reduce the sensitivity when aiming based on the crosshair, and the following function is used to control the crosshair to follow the movement of the first virtual object.

[0161] It should be noted that when the adsorption function is turned on and triggered, the process of the crosshair moving toward the first virtual object is based on the movement operation of the crosshair and the adsorption function, or only based on the adsorption function. When the adsorption function is not turned on, the process of the crosshair moving toward the first virtual object is only based on the movement operation of the crosshair. The process of whether the adsorption function is turned on will be explained later, and the embodiments of the present application will not be repeated here.

[0162] It should be noted that the adsorption area includes the target area. In other words, the range of the adsorption area is larger than the range of the target area. At the same time, the target area is similar to the adsorption area and can be a spatial range or plane area located outside the first virtual object and including the first virtual object. This embodiment of the present application does not limit this; for example, see Figure 12 , Figure 12 This is a schematic diagram of the adsorption area and target area provided in the embodiment of the present application, based on Figure 12 , 1201 indicates the adsorption area, and 1202 indicates the target area.

[0163] Among them, the damping function is used to reduce the sensitivity when aiming based on the crosshair. That is, when the damping function is triggered, the sensitivity of the aiming operation performed by the player for the crosshair decreases when aiming, that is, the moving speed of the crosshair decreases. For example, when the aiming operation is triggered by the mouse, before and after the damping function is triggered, the same distance of mouse movement results in different distances of crosshair movement in the virtual scene. The distance of crosshair movement before the damping function is triggered is greater than the distance of crosshair movement after the damping function is triggered.

[0164] The following function is used to control the crosshair to follow the movement of the first virtual object. That is, during the process of the crosshair moving towards the first virtual object, the movement process of the crosshair will be affected by the movement process of the first virtual object, that is, the moving speed of the crosshair is determined by the moving speed caused by adsorption and the moving speed of the first virtual object.

[0165] Next, the damping function and the following function will be specifically described.

[0166] In some embodiments, the target area includes a damping area corresponding to the damping function and a following area corresponding to the following function, and the damping area includes the following area. Thus, in response to the crosshair entering the target area centered on the first virtual object, the process of triggering the target function acting on the crosshair specifically includes, based on the adsorption function, in response to the crosshair entering the damping area, triggering the damping function; based on the adsorption function and the damping function, in response to the crosshair entering the following area, triggering the following function.

[0167] It should be noted that the damping area including the following area means that the range of the damping area is larger than the range of the following area; and based on the adsorption function, in response to the crosshair entering the damping area, triggering the damping function means that during the process of the adsorption function being turned on, in response to the crosshair entering the damping area, triggering the damping function. Correspondingly, based on the adsorption function and the damping function, in response to the crosshair entering the following area, triggering the following function means that during the process of the adsorption function and the damping function being turned on, in response to the crosshair entering the following area, triggering the following function;

[0168] Exemplarily, refer to Figure 13 , Figure 13 is a schematic diagram showing that the damping area includes the following area provided by the embodiments of the present application. Based on Figure 13 , based on Figure 13 , what 1301 indicates is the adsorption area, what 1302 indicates is the damping area, and what 1303 indicates is the following area.

[0169] In this way, when the player quickly adjusts the aiming crosshair position, the damping function can slow down the movement speed of the crosshair to prevent the crosshair from deviating from the target, while the following function can ensure that the crosshair remains stable when moving towards the target, reducing the aiming error caused by the movement of the target. Thus, the combination of the damping function and the following function can reduce the misoperation caused by rapid movement or sudden operation, improving the aiming accuracy based on the crosshair and the human-computer interaction efficiency.

[0170] In actual implementation, after triggering the damping function, it is also possible to reduce the sensitivity of aiming based on the crosshair during the process when the crosshair is within the damping area in response to the execution of the aiming operation.

[0171] It should be noted that, as described above, reducing the sensitivity of aiming based on the crosshair, that is, reducing the movement speed of the crosshair. Specifically, before the damping function is triggered, the process of the crosshair moving towards the first virtual object at the first target speed is displayed, and after the damping function is triggered, the damping coefficient is obtained, and the damping coefficient is multiplied by the first target speed to obtain the second target speed of the crosshair, or the difference between 1 and the damping coefficient is obtained, and the first target speed is multiplied by this difference to obtain the second target speed of the crosshair. Thus, the crosshair moves towards the first virtual object at the second target speed. Among them, the damping coefficient is preset, greater than 0 and less than 1, for example, 0.5, etc. The embodiments of the present application do not make limitations on this.

[0172] It should be noted that during the process when the adsorption function is enabled, after triggering the adsorption function, when there is a user's aiming operation (that is, the movement operation for the crosshair), the first target speed is determined based on the adsorption speed of the crosshair indicated by the adsorption function and the movement speed indicated by the movement operation for the crosshair. Among them, speed is a vector. Therefore, the adsorption speed of the crosshair indicated by the adsorption function and the movement speed indicated by the movement operation for the crosshair are obtained, and the adsorption speed and the movement speed are vectorially summed to obtain the first target speed. That is, a two-dimensional coordinate system of the plane where the crosshair is located (that is, the plane coordinate system corresponding to the player's field of view picture) is constructed, the adsorption speed is decomposed to obtain the first adsorption sub-speed in the horizontal axis direction and the second adsorption sub-speed in the vertical axis direction, that is:

[0173] v x = v / cosθ... Formula (1);

[0174] v y = v / sinθ... Formula (2);

[0175] Among them, v x represents the first adsorption sub-speed, v y represents the second adsorption sub-speed, v represents the adsorption speed, and θ represents the angle between the adsorption speed and the horizontal axis.

[0176] Accordingly, based on the above formulas (1) and (2), the moving speed is decomposed to obtain a first moving sub-speed in the horizontal axis direction and a second moving sub-speed in the vertical axis direction.

[0177] Then, the first moving sub-speed is added to the first adsorption sub-speed to obtain a first target sub-speed in the horizontal axis direction, and the second moving sub-speed is added to the second adsorption sub-speed to obtain a second target sub-speed in the vertical axis direction.

[0178] Next, the sum of the square of the first target sub-speed and the square of the second target sub-speed is calculated to obtain a sum result, and the square root of the sum result is taken to obtain a first target rate, that is, the magnitude of the first target speed, namely:

[0179]

[0180] where V x represents the first target sub-speed, V y represents the second target sub-speed, and V represents the first target rate.

[0181] Then, the ratio of the second target sub-speed to the first target sub-speed is obtained, and the arctangent of this ratio is taken as the first target direction, that is, the direction of the first target speed, which is equivalent to the angle between the first target speed and the horizontal axis, namely:

[0182]

[0183] where α represents the angle between the first target speed and the horizontal axis, V x represents the first target sub-speed, and V y represents the second target sub-speed.

[0184] Finally, based on the first target direction and the first target rate, the first target speed is obtained.

[0185] Among them, when there is no aiming operation by the user, the first target speed is also the adsorption speed of the crosshair indicated by the adsorption function. At the same time, the damping function only changes the magnitude of the first target speed and does not change the direction of the first target speed. That is, the rate of the second target speed is determined based on the rate of the first target speed and the damping coefficient, and the direction of the second target speed is also the direction of the first target speed.

[0186] In this way, during the process when the crosshair is in the damping area, in response to the execution of the aiming operation, the sensitivity of aiming based on the crosshair is reduced. In this way, since the crosshair entering the damping area means that the distance between the crosshair and the first virtual object becomes closer, therefore, by slowing down the sensitivity of the aiming operation through the damping function, it helps the player to more precisely control the position of the crosshair, which not only improves the aiming accuracy based on the crosshair but also improves the human-computer interaction efficiency.

[0187] In actual implementation, during the process of activating the adsorption function and the damping function, after triggering the follow function, it is displayed that the aiming reticle moves towards the first virtual object at a third target speed.

[0188] It should be noted that the third target speed is determined by the second target speed and the moving speed of the aiming reticle indicated by the follow function, that is, the follow speed. Among them, the second target speed is the second target speed indicated by the damping function mentioned above. Specifically, the second target speed and the follow speed are obtained, and the second target speed and the follow speed are vectorially summed to obtain the third target speed. That is, referring to the relevant processes of formulas (1), (2), (3), and (4) above, the second target direction and the second target rate are obtained. Thus, based on the second target direction and the second target rate, the third target speed is obtained.

[0189] It should be noted that the follow speed is determined by the moving speed of the first virtual object. Specifically, the moving speed of the first virtual object and the follow coefficient are obtained, and the follow coefficient is multiplied by the moving speed of the first virtual object to obtain the follow speed. Or the difference between 1 and the follow coefficient is obtained, and the moving speed of the first virtual object is multiplied by this difference to obtain the follow speed. Among them, the follow coefficient is preset, greater than 0 and less than 1, for example, 0.3, etc. In this regard, the embodiments of the present application do not make limitations. Among them, the direction of the follow speed is the same as the direction of the moving speed of the first virtual object, and the rate of the follow speed is determined based on the moving speed of the first virtual object and the follow coefficient.

[0190] In some embodiments, the target area includes a damping area corresponding to the damping function and a follow area corresponding to the follow function, and the follow area includes the damping area. Thus, in response to the aiming reticle entering the target area centered on the first virtual object, the process of triggering the target function acting on the aiming reticle can be as follows: based on the adsorption function, in response to the aiming reticle entering the follow area, the follow function is triggered; based on the adsorption function and the follow function, in response to the aiming reticle entering the damping area, the damping function is triggered.

[0191] It should be noted that the follow area including the damping area means that the range of the follow area is larger than the range of the damping area; and based on the adsorption function, in response to the aiming reticle entering the follow area, the follow function is triggered, which means that during the process of activating the adsorption function, in response to the aiming reticle entering the follow area, the follow function is triggered. Correspondingly, based on the adsorption function and the follow function, in response to the aiming reticle entering the damping area, the damping function is triggered, which means that during the process of activating the adsorption function and the follow function, in response to the aiming reticle entering the damping area, the damping function is triggered;

[0192] Exemplarily, refer to Figure 14 , <H Figure 14It is a schematic diagram of a following area including a damping area provided by an embodiment of the present application. Based on Figure 14 , based on Figure 14 , what 1401 indicates is the adsorption area, what 1402 indicates is the following area, and what 1403 indicates is the damping area.

[0193] In this way, when the player quickly adjusts the aiming position, the damping function can slow down the moving speed of the aiming crosshair to avoid the aiming crosshair deviating from the target, while the following function can ensure that the aiming crosshair remains stable when moving towards the target, reducing the aiming error caused by the movement of the target. In this way, the combination of the damping function and the following function can reduce the misoperation caused by rapid movement or sudden operation, improving the aiming accuracy based on the aiming crosshair and the human-computer interaction efficiency.

[0194] It should be noted that the size of the adsorption area of the first virtual object is positively correlated with the size of the first virtual object. That is, the larger the size of the first virtual object, the larger the corresponding adsorption area of the first virtual object; correspondingly, the size of the damping area of the first virtual object is also positively correlated with the size of the first virtual object, and the size of the following area of the first virtual object is also positively correlated with the size of the first virtual object. Regarding this, the embodiments of the present application will not elaborate; among them, as long as it is ensured that the adsorption area includes the damping area and the following area, and for the damping area and the following area, the damping area can include the following area, or the following area can include the damping area. Regarding this, the embodiments of the present application do not make any limitations.

[0195] In actual implementation, during the process of turning on the adsorption function, after triggering the following function, it is also possible to display that the aiming crosshair moves towards the first virtual object at a fourth target speed during the process when the aiming crosshair is within the following area.

[0196] It should be noted that as described above, before the following function is triggered, the process of displaying that the aiming crosshair moves towards the first virtual object at a first target speed, and after the following function is triggered, the first target speed is adjusted to obtain a fourth target speed, and it is displayed that the aiming crosshair moves towards the first virtual object at the fourth target speed. Among them, the first target speed is as described above, and the embodiments of the present application will not elaborate here; and the process of adjusting the first target speed to obtain the fourth target speed specifically includes obtaining the following speed, performing vector summation on the following speed and the first target speed to obtain the fourth target speed, that is, referring to the relevant processes of formulas (1), (2), (3), and (4) above to obtain the third target direction and the third target rate, and thus obtaining the fourth target speed based on the third target direction and the third target rate. Among them, the following speed is as described above, and the embodiments of the present application will not elaborate here.

[0197] In actual implementation, during the process of enabling the adsorption function and the following function, after the damping function is triggered, during the process when the crosshair is within the damping area, in response to the aiming operation being executed, the sensitivity of aiming based on the crosshair is reduced.

[0198] It should be noted that before the damping function is triggered, the process of displaying the crosshair moving towards the first virtual object at the fourth target speed is shown. After the damping function is triggered, the damping coefficient is obtained, and the damping coefficient is multiplied by the fourth target speed to obtain the fifth target speed of the crosshair, or the difference between 1 and the damping coefficient is obtained, and the fourth target speed is multiplied by this difference to obtain the fifth target speed of the crosshair. Thus, the crosshair moves towards the first virtual object at the fifth target speed. Here, the damping coefficient is preset, greater than 0 and less than 1, for example, 0.5, etc. In this regard, the embodiments of the present application do not make any limitations.

[0199] It should be noted that as described above, the damping function only changes the magnitude of the fourth target speed and does not change the direction of the fourth target speed. That is to say, the rate of the fifth target speed is determined based on the rate of the fourth target speed and the damping coefficient, and the direction of the fifth target speed is also the direction of the fourth target speed.

[0200] In some embodiments, the target area may only include the damping area corresponding to the damping function or the following area corresponding to the following function. Thus, in response to the crosshair entering the target area centered on the first virtual object, the process of triggering the target function acting on the crosshair may be that, based on the adsorption function, in response to the crosshair entering the damping area, the damping function is triggered; or, based on the adsorption function, in response to the crosshair entering the following area, the following function is triggered.

[0201] It should be noted that the process of triggering the damping function during the process of enabling the adsorption function and the process of triggering the following function during the process of enabling the adsorption function are as described above. Here, the embodiments of the present application will not elaborate.

[0202] In some embodiments, whether the following area includes a damping area or the damping area includes a following area, after the aiming point enters the following area, triggering the following function requires meeting the following conditions. Specifically, in the process of triggering the target function acting on the aiming point in response to the aiming point entering the target area centered on the first virtual object, it can be that in response to the aiming point entering the following area included in the target area, the following area corresponds to the following function, and when the first virtual object moves and the following conditions are met, the following function acting on the aiming point is triggered; wherein, when at least one of the following processes is triggered, it is determined that the following conditions are met: in response to a movement operation for the second virtual object, controlling the second virtual object to move a target distance; in response to a viewing angle adjustment operation for the second virtual object, adjusting the viewing angle of the second virtual object; wherein, the second virtual object is the virtual object that aims at the first virtual object using the aiming point.

[0203] It should be noted that the second virtual object has been described as above, and will not be elaborated in the embodiments of the present application here. In the case where the first virtual object moves, when at least one of the movement operation for controlling the second virtual object to move a target distance and the viewing angle adjustment operation for the second virtual object is received, the following function acting on the aiming point is triggered; wherein, the target distance refers to a distance greater than 0, so as to ensure that the second virtual object has an effective movement distance and avoid the situation where the second virtual object moves in place due to the influence of obstacles; based on the viewing angle adjustment operation, the viewing angle of the second virtual object has an effective viewing angle turn, which does not include viewing angle turns caused by, for example, the second virtual object jumping or squatting.

[0204] In this way, when the enemy target moves and the player has an effective movement or an effective viewing angle turn, it is equivalent to the enemy target moving and the aiming point having an effective movement based on the player's active operation. Therefore, when the enemy target moves and the aiming point has an effective movement based on the player's active operation, the following conditions are triggered. In this way, by restricting the triggering conditions of the aiming point following, it is ensured that the aiming point following is triggered only when the player wants to move the aiming point, avoiding misoperations caused by automatic system following, which not only improves the player's gaming experience, but also improves the accuracy and efficiency of aiming.

[0205] It should be noted that all the above speeds are mapped speeds mapped to the two-dimensional plane corresponding to the virtual scene.

[0206] In some embodiments, before triggering the target function acting on the aiming point, it is also possible to display a setting interface, and the setting interface displays at least one of the following: a damping intensity setting control, a following intensity setting control, and an adsorption function switch; wherein, the damping intensity setting control is used to set the damping magnitude for the aiming point, and the damping magnitude is negatively correlated with the magnitude of the sensitivity; the following intensity setting control is used to set the following speed of the aiming point following the first virtual object.

[0207] It should be noted that the damping magnitude here is also the damping coefficient described above, and the follow-up speed for setting the aiming reticle to follow the first virtual object, that is, the follow-up coefficient described above, while the adsorption function switch is used to turn on the adsorption function. Exemplarily, refer to Figure 15 , Figure 15 which is a schematic diagram of the setting interface provided by an embodiment of the present application Figure 1 , based on Figure 15 , the interface indicated by 1501 is the setting interface. Among them, the adsorption function switch is indicated by the dashed box 1502, the follow-up intensity setting control is indicated by the dashed box 1503, and the damping intensity setting control is indicated by the dashed box 1504.

[0208] Therefore, in response to the turn-on operation for the adsorption function switch, the adsorption function is turned on. Thus, when the adsorption function switch is in the on state, in response to the aiming reticle entering the adsorption area centered on the first virtual object, the adsorption function acting on the aiming reticle is triggered; in response to the damping intensity setting operation triggered based on the damping intensity setting control, the damping coefficient is set; in response to the follow-up intensity setting operation triggered based on the follow-up intensity setting control, the follow-up coefficient is set.

[0209] In actual implementation, since velocity is a vector and can be decomposed into the horizontal velocity in the horizontal direction and the vertical velocity in the vertical direction, therefore, the damping coefficient can also include a first damping coefficient and a second damping coefficient. The first damping coefficient is used to adjust the horizontal velocity in the horizontal direction, and the second damping coefficient is used to adjust the vertical velocity in the vertical direction. The first damping coefficient and the second damping coefficient can be set separately. Thus, a first damping setting control and a second damping setting control are displayed in the setting interface. The first damping setting control is used to set the damping magnitude for the horizontal direction of the aiming reticle, and the second damping setting control is used to set the damping magnitude for the vertical direction of the aiming reticle. Thus, in response to the damping intensity setting operation triggered based on the first damping intensity setting control, the first damping coefficient is set, and in response to the damping intensity setting operation triggered based on the second damping intensity setting control, the second damping coefficient is set. Based on this, in the subsequent process, in the process of adjusting the velocity based on the damping coefficient, that is, decomposing the corresponding velocity into the horizontal velocity in the horizontal direction and the vertical velocity in the vertical direction, then adjusting the horizontal velocity based on the first damping coefficient and adjusting the vertical velocity based on the second damping coefficient, and then performing vector summation on the adjusted horizontal velocity and the adjusted vertical velocity to obtain the final velocity. Among them, the related process is as described above, and here, the embodiments of the present application will not be elaborated.

[0210] Exemplarily, refer to Figure 16 , Figure 16 which is a schematic diagram of the setting interface provided by an embodiment of the present application Figure 2, the control for setting the damping intensity is indicated by the dashed box 1601, where the first damping intensity setting control is indicated by the dashed box 1602, and the second damping intensity setting control is indicated by the dashed box 1603.

[0211] It should be noted that the adsorption function can be enabled only when the adsorption function switch is on. When the adsorption function switch is off, the adsorption function cannot be enabled, but it does not affect the damping function and the following function. That is, even when the adsorption function switch is in the off state, during the process of the crosshair moving towards the first virtual object, in response to the crosshair entering the target area centered on the first virtual object, the target function acting on the crosshair can still be triggered, and the target function includes at least one of the damping function and the following function. Among them, when the adsorption function switch is off, the process of the crosshair moving towards the first virtual object here is only based on the movement operation of the crosshair, while when the adsorption function switch is on and the adsorption function is triggered, the process of the crosshair moving towards the first virtual object is based on the movement operation of the crosshair and the adsorption function, or only based on the adsorption function.

[0212] In this way, by displaying the adsorption function switch, the damping intensity setting control, and the following intensity setting control in the setting interface, players can set the adsorption function, the damping function, and the following function. In this way, players can perform customized settings, which can not only meet the operating habits of different players, adapt to different game styles, but also be suitable for players with different game levels, improving the acceptability of the game.

[0213] In some embodiments, before triggering the adsorption function acting on the crosshair in response to the crosshair entering the adsorption area centered on the first virtual object, an auxiliary aiming switch can also be displayed. The auxiliary aiming switch is used to enable the auxiliary aiming function, and the auxiliary aiming function includes the adsorption function and the target function; in response to the triggering operation on the auxiliary aiming switch, the auxiliary aiming function is enabled; thus, in the process of triggering the adsorption function acting on the crosshair in response to the crosshair entering the adsorption area centered on the first virtual object, it can be that in response to the crosshair entering the adsorption area centered on the first virtual object and the auxiliary aiming function being enabled, the adsorption function acting on the crosshair is triggered.

[0214] It should be noted that the auxiliary aiming switch can be displayed in the setting interface described above, or it can also be displayed in the display interface of the virtual scene, that is, the game interface. In this regard, the embodiments of the present application do not make any limitations; when the auxiliary aiming function is enabled, both the adsorption function and the target function are enabled.

[0215] Among them, as described above, the setting interface further includes an adsorption function switch, a damping intensity setting control, and a following intensity setting control. Therefore, when the assisted aiming switch is turned on, the adsorption function switch, the damping intensity setting control, and the following intensity setting control will be displayed in the setting interface, so as to perform function settings based on the adsorption function switch, the damping intensity setting control, and the following intensity setting control; alternatively, the setting interface may include an assisted aiming switch, an adsorption function switch, a damping intensity setting control, and a following intensity setting control, and function settings can be performed based on the adsorption function switch, the damping intensity setting control, and the following intensity setting control, but only when the assisted aiming switch is turned on, the corresponding settings will take effect. This application does not limit this.

[0216] Exemplarily, refer to Figure 17 , [[ID= which is a schematic diagram of the assisted aiming switch provided by an embodiment of this application. Based on ​ , when the assisted aiming switch indicated by the dashed box 1702 is turned on, the adsorption function switch, the damping intensity setting control, and the following intensity setting control indicated by the dashed box 1703 will be displayed in the setting interface indicated by 1701.

[0217] In this way, the assisted aiming switch is used to determine whether to turn on the adsorption function and the target function. In this way, players can determine whether to turn on the adsorption function and the target function according to their own needs, improving the flexibility of the game process and the players' game experience.

[0218] In some embodiments, after the adsorption function acting on the crosshair is triggered in response to the crosshair entering the adsorption area centered on the first virtual object, it is also possible to control the adsorption speed of the first virtual object to gradually slow down during the process of the crosshair moving towards the first virtual object based on the adsorption function; among them, the adsorption speed is the automatic movement speed of the crosshair triggered by the adsorption function, and the magnitude of the adsorption speed is positively correlated with the target distance, and the target distance is the distance between the crosshair and the first virtual object.

[0219] It should be noted that the magnitude of the adsorption speed being positively correlated with the target distance means that the closer the distance between the crosshair and the first virtual object, that is, the closer the crosshair is to the adsorption point, the smaller the adsorption speed; in this way, when the crosshair approaches the first virtual object, the adsorption speed of the crosshair is slowed down to avoid the crosshair deviating from the target due to excessive speed, which helps players to more accurately control the position of the crosshair, not only improving the aiming accuracy based on the crosshair, but also improving the human-computer interaction efficiency.

[0220] In actual implementation, in response to the adsorption speed of the first virtual object slowing down to the speed threshold, the adsorption speed of the first virtual object is kept unchanged.

[0221] It should be noted that the speed threshold is preset, and the embodiments of the present application do not limit this; at the same time, the closer the aiming point is to the first virtual object, that is, the closer the aiming point is to the adsorption point, the smaller the adsorption speed. Correspondingly, when the aiming point moves away from the first virtual object based on the movement of the aiming point performed by the user, the farther the distance between the aiming point and the first virtual object is, that is, the farther the aiming point is from the adsorption point, the greater the adsorption speed. At the same time, in response to the adsorption speed of the first virtual object becoming faster to another speed threshold, the adsorption speed of the first virtual object is kept unchanged, where the other speed threshold is also preset, and the embodiments of the present application do not limit this.

[0222] In this way, by limiting the maximum and minimum values of the adsorption speed, the movement speed of the aiming point can be ensured to be within a reasonable range, improving the stability of the adsorption process, thereby improving the aiming accuracy based on the aiming point and the human-computer interaction efficiency.

[0223] In some embodiments, it is also necessary to turn off the adsorption function and the target function of the aiming point. Specifically, after triggering the adsorption function acting on the aiming point, in response to the line of sight of the second virtual object being blocked when aiming at the first virtual object based on the aiming point, the aiming point assistance function can be turned off. The aiming point assistance function includes at least one of the adsorption function, the damping function, and the following function; where the second virtual object is a virtual object holding the shooting prop corresponding to the aiming point, and the reasons for the line of sight being blocked include at least one of the following: there is an object in the virtual scene that blocks the line of sight of the second virtual object; a third virtual object performs an operation that interferes with the line of sight of the second virtual object.

[0224] It should be noted that the second virtual object has been described above and will not be elaborated here; the third virtual object can be different from or the same as the first virtual object, and the embodiments of the present application do not limit this; the object that blocks the line of sight of the second virtual object can be an object with an entity, such as a virtual building, a virtual tree, terrain, other virtual objects, virtual props, etc., or an object without an entity, such as virtual smoke, the light emitted by a virtual flashbang explosion, etc., and the embodiments of the present application do not limit this. The operation that interferes with the line of sight of the second virtual object, that is, the operation that interferes with the vision of the second virtual object, such as a stun operation used to stun the second virtual object, etc., and the embodiments of the present application do not limit this at the same time.

[0225] In actual implementation, for the process of determining that there is an object in the virtual scene that blocks the line of sight of the second virtual object, specifically, connect the midpoint of the first virtual object to the shooting prop corresponding to the aiming point. When there is an object in the virtual scene that intersects the connection line, it is determined that there is an object in the virtual scene that blocks the line of sight of the second virtual object.

[0226] It should be noted that the midpoint of the first virtual object refers to the midpoint of the capsule corresponding to the first virtual object, where the capsule refers to the spatial range of the object model that contains the first virtual object; Exemplarily, refer to ​ , ​ which is a schematic diagram of the midpoint of the capsule of the virtual object provided by the embodiment of the present application. Based on ​ , 1801 indicates the first virtual object, 1802 indicates the capsule of the first virtual object, 1803 indicates the midpoint of the capsule. Thus, connect the midpoint of the first virtual object indicated by 1802 with the shooting prop indicated by 1804 corresponding to the crosshair. When there is an object intersecting the connection line in the virtual scene, it is determined that there is an object blocking the line of sight of the second virtual object indicated by 1804 in the virtual scene.

[0227] In this way, in specific situations, the crosshair assist function is turned off. In this way, when the line of sight of the second virtual object is interfered, the crosshair cannot be clearly displayed. If the crosshair assist function is not turned off, it may cause the crosshair to adsorb to the wrong target or position, thus increasing the risk of misoperation. Therefore, this risk can be avoided by turning off the crosshair assist function; At the same time, when the crosshair cannot be clearly displayed, the crosshair assist function may cause the moving direction of the crosshair to not match the player's intention. Turning off the crosshair assist function can enable the player to more precisely control the crosshair, not only improving the aiming accuracy based on the crosshair, but also improving the human-computer interaction efficiency.

[0228] In some embodiments, based on the crosshair, after controlling the crosshair to move towards the first virtual object in response to the aiming operation for the first virtual object, the real-time position of the crosshair can also be detected to obtain a first detection result; wherein, the first detection result is used to indicate whether the crosshair is in the assisted aiming area centered on the first virtual object, and the assisted aiming area includes an adsorption area and a target area; Based on the first detection result, in response to the crosshair being in the assisted aiming area, the adsorption position of the crosshair is detected to obtain a second detection result, and the second detection result is used to indicate whether the crosshair is in the adsorption area; Thus, the process of triggering the adsorption function acting on the crosshair in response to the crosshair entering the adsorption area centered on the first virtual object can include, based on the second detection result, in response to the crosshair entering the adsorption area centered on the first virtual object, triggering the adsorption function acting on the crosshair.

[0229] It should be noted that the real-time position detection of the aiming point can be to perform a target number of position detections on the aiming point within a target time. For example, 60 position detections are performed on the aiming point within one second. Thus, when the first detection result indicates that the aiming point is in the auxiliary aiming area, the adsorption position detection of the aiming point will be performed; when the first detection result indicates that the aiming point is not in the auxiliary aiming area, the adsorption position detection of the aiming point will not be performed. Among them, the auxiliary aiming area is similar to the adsorption area and can be a spatial range or a planar area located outside the first virtual object and including the first virtual object. In this regard, the embodiments of the present application do not make any limitations. At the same time, the auxiliary aiming area includes the adsorption area and the target area, which means that the range of the auxiliary aiming area is larger than the adsorption area and the target area. Exemplarily, referring to ​ , ​ is a schematic diagram of the auxiliary aiming area provided by the embodiments of the present application. Based on ​ , what is indicated by 1901 is the auxiliary aiming area. Among them, the auxiliary aiming area indicated by 1901 includes the adsorption area indicated by 1902, and the target areas indicated by 1903 and 1904. Among them, what is indicated by 1903 is the damping area, and what is indicated by 1904 is the following area.

[0230] In actual implementation, when the first detection result indicates that the aiming point is in the auxiliary aiming area, in addition to performing the adsorption position detection on the aiming point, the target position detection of the aiming point will also be performed to obtain the third detection result. Among them, the third detection result is used to indicate whether the aiming point is within the target area. For example, when the target area includes the damping area and the following area, the damping position detection of the aiming point is performed to obtain the detection result for indicating whether the aiming point is in the damping area, and the following position detection of the aiming point is performed to obtain the detection result for indicating whether the aiming point is in the following area. Thus, based on the third detection result, in response to the aiming point entering the target area centered on the first virtual object, the target function acting on the aiming point is triggered, that is, based on the detection result for indicating whether the aiming point is in the damping area, in response to the aiming point entering the damping area centered on the first virtual object, the damping function acting on the aiming point is triggered; based on the detection result for indicating whether the aiming point is in the following area, in response to the aiming point entering the following area centered on the first virtual object, the following function acting on the aiming point is triggered.

[0231] In this way, a primary identification is performed on the position of the crosshair through the auxiliary aiming area. Only when the crosshair is within the auxiliary aiming area, an accurate identification of the position of the crosshair is performed. Since the auxiliary aiming area includes an adsorption area and a target area, if the crosshair is not within the auxiliary aiming area, it must not be within the adsorption area and the target area. Therefore, there is no need to accurately detect whether the crosshair is within the adsorption area and the target area, which can reduce the number of times the system performs position detection, thereby reducing unnecessary calculations. If the crosshair is within the auxiliary aiming area, then it is further detected whether the crosshair is within the adsorption area and the target area respectively, which can concentrate the computing resources on the situation where the crosshair is within the auxiliary aiming area, thereby improving the efficiency and accuracy of position detection.

[0232] It should be noted that as the distance between the second virtual object and the first virtual object increases, the auxiliary aiming area, adsorption area, damping area, and following area corresponding to the first virtual object can remain unchanged or increase accordingly; correspondingly, as the distance between the second virtual object and the first virtual object decreases, the auxiliary aiming area, adsorption area, damping area, and following area corresponding to the first virtual object can remain unchanged or decrease accordingly. In this regard, the embodiments of the present application do not make any limitations.

[0233] Applying the above embodiments of the present application, during the process of aiming at the first virtual object based on the crosshair, when the crosshair enters the adsorption area centered on the first virtual object, the adsorption function for controlling the crosshair to automatically move towards the first virtual object is triggered, so that the crosshair is adsorbed to the first virtual object; during the process of the crosshair moving towards the first virtual object, when the crosshair enters the target area centered on the first virtual object, the target function corresponding to the target area and including at least one of the damping function and the following function is triggered; in this way, when the crosshair enters the adsorption area centered on the first virtual object, the adsorption function that makes the crosshair automatically move towards the first virtual object is triggered, so that the crosshair is adsorbed to the first virtual object, which is convenient for the crosshair to more accurately focus on the aiming target and improves the human-computer interaction efficiency; at the same time, during the process of the crosshair moving towards the first virtual object, in response to the crosshair entering the target area centered on the first virtual object, the target function corresponding to the target area and including at least one of the damping function and the following function is triggered, which is convenient for the user to control the crosshair, improves the aiming accuracy based on the crosshair, and further improves the human-computer interaction efficiency and the utilization rate of the hardware resources of the electronic device.

[0234] Next, an exemplary application of the embodiments of the present application in an actual application scenario will be described.

[0235] In related shooting games, the adsorption endpoints of the aiming reticle are mostly single points or multiple points on the enemy character. Therefore, during the adsorption process of the aiming reticle, regardless of the initial position of the aiming reticle, the adsorption endpoints are determined from these three o'clock positions. This results in the adsorption endpoints of the aiming reticle being inaccurate and unnatural, causing unexpected displacements in the player's control. At the same time, the adsorption function of the aiming reticle only stops after reaching the adsorption endpoint. In this way, the timing of adsorption failure is relatively late. After the enemy can already be hit, there will still be an adsorption process, which is likely to interfere with the player's control.

[0236] Based on this, the embodiments of the present application provide a method for controlling an aiming reticle. Using the bone connection as the adsorption endpoint, horizontal adsorption is performed when within the horizontal range of the bone connection, and the shortest straight-line distance adsorption is performed outside the horizontal range, which is more in line with the player's aiming expectations. At the same time, when the aiming reticle ray hits the enemy's hit box, the assisted aiming is turned off after configuring a delay time to avoid affecting the player's own operation for counteracting the recoil of the weapon.

[0237] Next, the technical solution of the present application will be described from the product side.

[0238] The technical solution of the present application uses the bone connection as the adsorption endpoint and the hit box as the assisted aiming area for adsorption closing. Specifically, in addition to the adsorption function, the assisted aiming function provided by the technical solution of the present application also has two additional assisted aiming mechanisms: a damping function and a following function.

[0239] During actual implementation, as ​ shown, when the player holds a virtual item and the aiming reticle ray (connection) is within the range of the assisted aiming sphere (assisted aiming area), the assisted aiming detection starts. The relative position between the aiming reticle and the mapped plane of the detection sphere is detected to determine whether the current aiming reticle position is within the adsorption range (adsorption area), damping range (damping area), or following range (following area). If it is within the corresponding range, the corresponding function is triggered. Among them, the effects of adsorption, damping, and following on the aiming reticle are independent of each other and do not interfere with each other.

[0240] For the damping function, specifically, when the mapped plane of the aiming reticle is within the damping range, the execution sensitivity of the operation for moving the aiming reticle, that is, the aiming operation for the aiming reticle, is decelerated by a percentage. The default deceleration is 50%. Here, the sensitivity refers to the execution sensitivity of the aiming operation for the aiming reticle, which is equivalent to the execution sensitivity of the operation for moving the aiming reticle and is used to affect the moving speed of the aiming reticle. Therefore, decelerating the execution sensitivity of the aiming operation for the aiming reticle by 50% also means reducing the moving speed of the aiming reticle brought about by the moving operation by 50%. Among them, in as ​In the shown setting interface, two setting sliders from 0% to 100% can be displayed, including a slider for setting the damping in the X-axis direction (the first damping coefficient) and a slider for setting the damping in the Y-axis direction (the second damping coefficient). Thus, the magnitudes of the damping in the X-axis and Y-axis directions are set based on these two sliders. Specifically, as described above, the damping coefficient can reduce the movement speed of the crosshair through actual calculation. Therefore, multiplying the set damping magnitude (damping coefficient) by the sensitivity after deceleration (i.e., the movement speed of the crosshair after deceleration) gives the final execution sensitivity for the aiming operation based on the crosshair (i.e., the final movement speed of the crosshair). In this way, on the basis of the default configuration of 50%, the sensitivity can be further decreased.

[0241] Among them, as described above, the aiming operation for the crosshair, that is, the movement operation for the crosshair, can be triggered by at least one of a keyboard, a mouse, a joystick, and a function control. In this regard, the embodiments of the present application do not make specific limitations.

[0242] For the follow function, specifically, when the crosshair plane mapping is within the follow range, it is determined whether the trigger conditions for the follow function are met. Among them, condition 1 is that the character controlled by the player has triggered an effective movement distance; condition 2 is that the character controlled by the player has triggered an effective camera turn. Here, switches can be configured for these two conditions. If both are enabled, the union is taken, that is, when an effective movement distance is triggered or an effective camera turn is triggered, the follow function is triggered.

[0243] It should be noted that the follow effect corresponding to the follow function is that the crosshair and the follow frame move in the same direction, and the speed of the crosshair plane mapping is 0.3 times the plane mapping speed of the frame (the magnification can be configured, and the normal range is 0 to 1 times). Among them, the follow frame is used to indicate the follow range and is centered on the corresponding enemy target. Based on this, the follow effect corresponding to the follow function is that the crosshair and the follow frame move in the same direction, which is equivalent to the follow effect corresponding to the follow function being that the crosshair and the enemy target move in the same direction. In this way, in the ​ shown setting interface, the follow speed percentage can be configured through a slider, that is, the follow intensity. For example, on the basis of the default configuration of 0.3 times (the follow coefficient), a value from 0% to 100% can be multiplied. [[ID=~12]]

[0244] Regarding the adsorption function, specifically, when the player holds a virtual item and the crosshair is within the adsorption range, triggering the adsorption function in response to performing a scope-in operation or a firing operation; determining the direction of the current adsorption displacement based on the position of the crosshair relative to the current position of the enemy target: if the crosshair is above the head of the enemy target (the first virtual object), displacing towards the nearest bone point near the head of the enemy target; if the crosshair is in the left-right horizontal direction of the character, displacing horizontally; if the crosshair is under the enemy target, displacing towards the nearest bone point near the sole of the enemy target. The red dots in the following figure are the end points marked by each adsorption; at the same time, the speed of the current adsorption can also be determined based on the distance between the crosshair and the current end point, where the farther the distance, the faster the speed, and the closer the distance, the slower the speed; finally, during the continuous shooting process of the player, the crosshair continuously approaches the adsorption end point until the crosshair ray hits the target hit box (bounding box), then the shooting operation performed at this time will surely hit the enemy target. Therefore, in this case, the assisted aiming is turned off to avoid affecting the player's operation of counteracting the recoil of the weapon.

[0245] It should be noted that, as ​ shown, ​ is a schematic process diagram of the method for controlling the crosshair provided by the embodiment of the present application. Based on ​ , when the crosshair is within the adsorption box (adsorption area) indicated by 2002 of the enemy target indicated by 2001, the adsorption function will only be triggered when receiving the shooting operation or scope-in operation of the player targeting the enemy target indicated by 2003; in addition, when any of the following conditions is met, the adsorption function is turned off, that is: the duration of the crosshair being within the hit box of the target reaches the preset delay duration; receiving a movement operation for the crosshair in the opposite direction of the adsorption direction and the movement distance reaches the number threshold; the number of consecutive shooting operations received reaches the number threshold; the distance between the enemy target and the player is within the closed area configured for assisted aiming (that is, outside the target distance range) and the crosshair exits the adsorption range;

[0246] Among them, when any of the above conditions is met, the adsorption function is turned off but the damping and following functions are not turned off. However, when any of the following conditions is met, the adsorption function, damping function, and following function are all turned off, that is: the line connecting the midpoint of the ray detection lens and the midpoint of the capsule of the enemy target is blocked by terrain, buildings, props, characters, and other objects with physical collisions or by smoke; the lens is masked by a flashbang, and the controlled character is stunned.

[0247] It should be noted that in a virtual scene, when there are multiple enemy targets for which assisted aiming can be enabled, the assisted aiming function is only enabled for the enemy target that is the closest to the crosshair in terms of the two-dimensional plane mapping distance or the enemy target with the highest priority.

[0248] In actual implementation, after the adsorption function is triggered, it is detected whether the current enemy target is the target closest to the crosshair or the enemy target with the highest priority. Thus, after determination, according to the position of the corresponding enemy target, it moves towards the configured bone end point. Exemplarily, as ​ shown, the starting point of the arrow in the figure, i.e., 902, is the position of the crosshair when firing / aiming, the end point of the arrow, i.e., 903, is the adsorption end position, the arrow direction is the displacement direction of this adsorption, and what is shown at 904 is the bone connection line configured as the adsorption end point.

[0249] Next, the technical solution of this application will be described from the technical side.

[0250] In actual implementation, it is continuously detected whether the current crosshair is within the detection sphere of any adsorbable object. If it is, it is determined whether to trigger the adsorption, damping, and following functions. If not, the judgment process is skipped; among them, the number of detections within one minute can be preset, for example, 60, so as to control the auxiliary aiming intensity of different performance devices to be consistent. Then, as ​ shown, each adsorbable target in the scene has a detection sphere with a configurable size. Thus, based on this detection sphere, it is determined whether to trigger the auxiliary aiming function, where the auxiliary aiming function here includes three types: adsorption, damping, and following, and the triggering range of each function is included within the detection sphere.

[0251] In actual implementation, as ​ shown, ​ is a schematic diagram of the configuration curve of the auxiliary aiming range provided by the embodiment of this application. Based on ​ , the auxiliary aiming range can be configured through the curve. Among them, the horizontal axis is the distance between the player and the enemy target, the vertical axis is the length of the range box, the line indicated by 2101 below indicates the width of the box, and the line indicated by 2102 above indicates the height of the box. Here, the box can take the midpoint of the capsule of the enemy character as the center, or an offset can also be set, where different characters can be configured with different boxes.

[0252] In actual implementation, it is also possible to determine which bones are used as the adsorption end points by configuring the bone names. Specifically, when the adsorption function is triggered, the two bone points with the closest horizontal distance are queried, and these two bone points are connected into a line. Take the point closest to the crosshair in the horizontal direction of this line as the adsorption end point, as ​ shown.

[0253] It should be noted that the farther the crosshair is from the adsorption end point, the faster the adsorption speed of the crosshair. The closer the distance, the slower the adsorption speed of the crosshair. Among them, the speed has a lower limit and an upper limit, that is, when the speed increases to the maximum threshold, it will no longer increase with the increase of the distance. Correspondingly, when the speed decreases to the minimum threshold, it will no longer decrease with the decrease of the distance.

[0254] In actual implementation, since the aiming ray stops when it just hits the edge of the hit box, at this time the shooting operation may not cause damage, so a delay needs to be set to make the aiming point get closer to the center of the hit box. Therefore, when the aiming ray hits the hit box of the target for a preset duration, the adsorption function is turned off to ensure that the shooting operation can cause damage.

[0255] In this way, through the technical solution of this application, the following technical effects can be achieved: First, the configurable adsorption end point of the bone connection line has improved the effectiveness and concealment of adsorption compared with other assisted aiming methods that use the range, upper body, or specific several bone points as the adsorption end point. Second, when the aiming point is within the horizontal direction of the target, it adsorbs in the horizontal direction, and when it is above or below the target, it adsorbs in the shortest diagonal direction, which conforms to the intuitive aiming behavior of players and has higher effectiveness and concealment compared with other assisted aiming methods. Third, after the aiming ray hits the hit box, the adsorption function is turned off after a delay configuration time, which causes less interference to the player's control compared with turning off the adsorption when reaching the end point or drawing a range box, and also has higher concealment of adsorption.

[0256] It should be noted that for the technical effect achieved in the above third point, since most of the related technologies need to turn off the adsorption function when the aiming point reaches the knee or the midpoint of the body, that is, when the enemy can already be damaged, the adsorption function will cause the aiming point to have a displacement with an unfixed direction and distance within the hit box. This displacement will have a great negative impact on the muscle memory of controlling the recoil (against the recoil of the weapon). However, turning off the adsorption function after entering the hit box can prevent the assisted aiming from interfering with the player's behavior of controlling the recoil (against the recoil of the weapon), making it easier for the player to learn and get used to controlling the recoil. The purpose of turning off the adsorption function after a delay configuration time is to prevent the aiming point from stopping on the outermost edge line of the hit box. If it stops on the outermost edge line of the hit box, the shooting may not cause damage at this time. However, by maintaining the preset duration after entering the hit box and then stopping after the adsorption displacement, the error tolerance rate of the shooting operation can be improved.

[0257] Applying the above embodiments of the present application, during the process of aiming at the first virtual object based on the aiming point, when the aiming point enters the adsorption area centered on the first virtual object, an adsorption function for controlling the automatic movement of the aiming point towards the first virtual object is triggered, so that the aiming point is adsorbed to the first virtual object; during the process of the aiming point moving towards the first virtual object, when the aiming point enters the target area centered on the first virtual object, a target function corresponding to the target area and including at least one of a damping function and a following function is triggered; thus, when the aiming point enters the adsorption area centered on the first virtual object, an adsorption function that makes the aiming point automatically move towards the first virtual object is triggered, so that the aiming point is adsorbed to the first virtual object, facilitating the aiming point to more accurately focus on the aiming target and improving the human-computer interaction efficiency; at the same time, during the process of the aiming point moving towards the first virtual object, in response to the aiming point entering the target area centered on the first virtual object, a target function corresponding to the target area and including at least one of a damping function and a following function is triggered, facilitating the user to control the aiming point, improving the aiming accuracy based on the aiming point, and further improving the human-computer interaction efficiency and the hardware resource utilization rate of the electronic device.

[0258] The following continues to describe the exemplary structure of the control device 455 of the aiming point provided by the embodiments of the present application as a software module. In some embodiments, as ​ shown, the software module stored in the control device 455 of the aiming point in the memory 450 may include:

[0259] A display module 4551, configured to display the first virtual object in a virtual scene and display an aiming point for aiming at the first virtual object;

[0260] A control module 4552, configured to control the movement of the aiming point towards the first virtual object based on the aiming point in response to an aiming operation on the first virtual object;

[0261] A first trigger module 4553, configured to trigger the adsorption function of the aiming point in response to the aiming point entering the adsorption area centered on the first virtual object, where the adsorption function is used to control the automatic movement of the aiming point towards the first virtual object to adsorb to the first virtual object;

[0262] In some embodiments, a second trigger module 4554 is configured to trigger a target function corresponding to the target area in response to the aiming point entering the target area centered on the first virtual object during the process of the aiming point moving towards the first virtual object, where the target function includes at least one of a damping function and a following function; wherein, the damping function is used to reduce the movement speed of the aiming point, and the following function is used to control the aiming point to follow the movement of the first virtual object.

[0263] In some embodiments, the target area includes a damping area corresponding to the damping function and a following area corresponding to the following function, and the damping area includes the following area. The second trigger module 4554 is further configured to, based on the adsorption function, trigger the damping function in response to the crosshair entering the damping area; and based on the adsorption function and the damping function, trigger the following function in response to the crosshair entering the following area.

[0264] In some embodiments, the second trigger module 4554 is further configured to, during the process that the crosshair is within the damping area, reduce the sensitivity of aiming based on the crosshair in response to the execution of the aiming operation.

[0265] In some embodiments, the target area includes a following area corresponding to the following function and a damping area corresponding to the damping function, and the following area includes the damping area. The second trigger module 45,54 is further configured to, based on the adsorption function, trigger the following function in response to the crosshair entering the following area; and based on the adsorption function and the following function, trigger the damping function in response to the crosshair entering the damping area.

[0266] In some embodiments, the device further includes a setting module, which is configured to display a setting interface, and at least one of the following is displayed in the setting interface: a damping intensity setting control, a following intensity setting control, and an adsorption function switch; wherein, the damping intensity setting control is configured to set the damping magnitude for the crosshair, and the damping magnitude is negatively correlated with the magnitude of the sensitivity; the following intensity setting control is configured to set the following speed of the crosshair following the first virtual object.

[0267] In some embodiments, the setting module is further configured to display an assisted aiming switch, and the assisted aiming switch is configured to turn on the assisted aiming function, and the assisted aiming function includes the adsorption function and the target function; in response to a trigger operation on the assisted aiming switch, turn on the assisted aiming function; the first trigger module 4553 is further configured to, in response to the crosshair entering the adsorption area centered on the first virtual object and the assisted aiming function being turned on, trigger the adsorption function acting on the crosshair.

[0268] In some embodiments, the first trigger module 4553 is further configured to, during the process that the crosshair moves towards the first virtual object based on the adsorption function, control the adsorption speed of the first virtual object to gradually slow down; wherein, the adsorption speed is the automatic movement speed of the crosshair triggered by the adsorption function, and the magnitude of the adsorption speed is positively correlated with the target distance, and the target distance is the distance between the crosshair and the first virtual object.

[0269] In some embodiments, the first trigger module 4553 is further configured to keep the adsorption speed of the first virtual object unchanged in response to the adsorption speed of the first virtual object slowing down to a speed threshold.

[0270] In some embodiments, the second trigger module 4554 is further configured to, in response to the sight entering the following area included in the target area, where the following area corresponds to the following function, when the first virtual object moves and the following condition is satisfied, trigger the following function acting on the sight; wherein, when at least one of the following processes is triggered, it is determined that the following condition is satisfied: in response to a movement operation for the second virtual object, controlling the second virtual object to move a target distance; in response to a perspective adjustment operation for the second virtual object, adjusting the perspective of the second virtual object; wherein, the second virtual object is a virtual object that aims at the first virtual object using the sight.

[0271] In some embodiments, the sight is the sight of a shooting prop, and the first trigger module 4553 is further configured to, in response to the sight entering the adsorption area centered on the first virtual object, when receiving an operation of opening the sight or a shooting operation for the shooting prop, trigger the adsorption function acting on the sight; wherein, the operation of opening the sight is an operation of turning on the telescopic sight of the shooting prop.

[0272] In some embodiments, the first trigger module 4553 is further configured to display at least one adsorption point on the bone line of the first virtual object, where the adsorption point is the end point when the sight automatically moves towards the first virtual object; based on the adsorption function, display the process of the sight moving towards the target adsorption point among the at least one adsorption point.

[0273] In some embodiments, the first trigger module 4553 is further configured to prominently display the target adsorption point among the at least one adsorption point, where the target adsorption point is the adsorption point closest to the sight; based on the adsorption function, display the process of the sight moving towards the target adsorption point.

[0274] In some embodiments, the first trigger module 4553 is further configured to, in response to the horizontal line where the sight is located intersecting the first virtual object, use the intersection point of the horizontal line and the first virtual object as the end point of the automatic movement of the sight, and control the sight to horizontally move towards the intersection point; in response to the horizontal line where the sight is located not intersecting the first virtual object, control the sight to move towards the head or foot of the first virtual object.

[0275] In some embodiments, the first trigger module 4553 is further configured to, in response to the horizontal line where the crosshair is located being above the head of the first virtual object, use the tangent point generated by translating the horizontal line downward and intersecting with the head of the first virtual object as the end point of the automatic movement of the crosshair, and control the crosshair to move towards the tangent point; and in response to the horizontal line where the crosshair is located being below the feet of the first virtual object, control the crosshair to move towards the nearest foot to the crosshair.

[0276] In some embodiments, the first trigger module 4553 is further configured to record the duration when the crosshair enters the bounding box of the first virtual object when the crosshair enters the bounding box; and in response to the duration reaching a duration threshold, turn off the adsorption function.

[0277] In some embodiments, the first trigger module 4553 is further configured to, in response to a movement operation on the crosshair, control the crosshair to move in a target direction, where the target direction is opposite to the movement direction indicated by the adsorption function; and in response to the movement distance of the crosshair in the target direction reaching a distance threshold, turn off the adsorption function.

[0278] In some embodiments, the first trigger module 4553 is further configured to, during the process of the crosshair moving towards the first virtual object, in response to meeting an adsorption turn-off condition, turn off the adsorption function of the crosshair; where the adsorption turn-off condition includes at least one of the following: the crosshair is within the bounding box of the first virtual object; receiving a target movement operation on the crosshair, where the target movement operation is used to indicate moving the crosshair in a target direction, and the target direction is opposite to the movement direction indicated by the adsorption function; the number of consecutive shooting operations performed on the first virtual object reaches a target number; the crosshair moves outside the adsorption area; the distance between the first virtual object and a second virtual object is outside a target distance range, where the second virtual object is a virtual object that aims at the first virtual object using the crosshair.)

[0279] In some embodiments, the first trigger module 4553 is further configured to, in response to the line of sight of the second virtual object being interfered with when the second virtual object aims at the first virtual object based on the crosshair, turn off the crosshair assistance function, where the crosshair assistance function includes at least one of the adsorption function, the damping function, and the following function; where the second virtual object is a virtual object holding a shooting prop corresponding to the crosshair, and the reasons for the line of sight being interfered with include at least one of the following: there is an object in the virtual scene that blocks the line of sight of the second virtual object; a third virtual object performs an operation that interferes with the line of sight of the second virtual object.

[0280] In some embodiments, the number of the first virtual objects is multiple. The first trigger module 4553 is further configured to, in response to the crosshair entering the adsorption areas corresponding to the multiple first virtual objects, display each of the first virtual objects in a target display style, where the target display style is used to indicate that the crosshair enters the adsorption area corresponding to the corresponding first virtual object; trigger an adsorption function acting on the crosshair for a target first virtual object among the multiple first virtual objects; and display the process of the crosshair automatically moving towards the target first virtual object.

[0281] In some embodiments, the first trigger module 4553 is further configured to select, based on the distances between each of the first virtual objects and the crosshair, the first virtual object closest to the crosshair from the multiple first virtual objects as the target first virtual object; or select, based on the priorities of each of the first virtual objects, the first virtual object with the highest priority from the multiple first virtual objects as the target first virtual object.

[0282] In some embodiments, the device further includes a detection module. The detection module performs real-time position detection on the crosshair to obtain a first detection result, where the first detection result is used to indicate whether the crosshair is in an auxiliary aiming area centered on the first virtual object, and the auxiliary aiming area includes the adsorption area and the target area; based on the first detection result, in response to the crosshair being in the auxiliary aiming area, perform adsorption position detection on the crosshair to obtain a second detection result, where the second detection result is used to indicate whether the crosshair is in the adsorption area; and the first trigger module 4553 is further configured to, based on the second detection result, in response to the crosshair entering the adsorption area centered on the first virtual object, trigger an adsorption function acting on the crosshair.

[0283] An embodiment of the present application provides a computer program product, which includes computer-executable instructions or a computer program. The computer-executable instructions or the computer program are stored in a computer-readable storage medium. A processor of an electronic device reads the computer-executable instructions or the computer program from the computer-readable storage medium, and the processor executes the computer-executable instructions or the computer program, so that the electronic device executes the control method of the crosshair in the above embodiments of the present application.

[0284] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program. When the computer-executable instructions or the computer program are executed by a processor, it will cause the processor to execute the control method of the crosshair provided in the embodiments of the present application. For example, ​ the control method of the crosshair shown.

[0285] In some embodiments, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface memory, an optical disc, or a memory such as a CD-ROM; it may also be various devices including one or any combination of the above memories.

[0286] In some embodiments, the computer-executable instructions may be in the form of a program, software, a software module, a script, or code, and may be written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, a component, a subroutine, or other units suitable for use in a computing environment.

[0287] As an example, the computer-executable instructions may or may not correspond to a file in the file system, may be stored as part of a file that stores other programs or data, for example, in one or more scripts in a hypertext markup language (HTML) document, stored in a single file dedicated to the program under discussion, or stored in multiple cooperating files (for example, files that store one or more modules, subroutines, or portions of code).

[0288] As an example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or, on multiple electronic devices distributed at multiple locations and interconnected by a communication network.

[0289] In summary, the embodiments of the present application have the following beneficial effects:

[0290] When the aiming reticle enters the adsorption area centered on the first virtual object, the adsorption function that makes the aiming reticle automatically move towards the first virtual object is triggered, so that the aiming reticle is adsorbed to the first virtual object, facilitating the aiming reticle to more accurately focus on the aiming target and improving the human-computer interaction efficiency. At the same time, during the process of the aiming reticle moving towards the first virtual object, in response to the aiming reticle entering the target area centered on the first virtual object, the target function corresponding to the target area and including at least one of the damping function and the following function is triggered, facilitating the user to control the aiming reticle, improving the aiming accuracy based on the aiming reticle, and further improving the human-computer interaction efficiency and the hardware resource utilization rate of the electronic device.

[0291] It should be noted that in the embodiments of the present application, for data related to user operations, acquisition speed, etc., when the embodiments of the present application are applied to specific products or technologies, user permission or consent is required, and the collection, use, and processing of relevant data need to comply with the relevant laws, regulations, and standards of relevant countries and regions.

[0292] As mentioned above, the above are only embodiments of the present application and are not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.

Claims

1. A method for controlling a sight, characterized in that The method includes: displaying a first virtual object in a virtual scene and displaying a crosshair for aiming at the first virtual object; based on the crosshair, in response to an aiming operation for the first virtual object, controlling the crosshair to move towards the first virtual object; in response to the crosshair entering an adsorption area centered on the first virtual object, triggering an adsorption function acting on the crosshair, the adsorption function being used to control the crosshair to automatically move towards the first virtual object to adsorb to the first virtual object; during the process of the crosshair moving towards the first virtual object, in response to the crosshair entering a target area centered on the first virtual object, triggering a target function acting on the crosshair, the target function including at least one of a damping function and a following function; wherein, the damping function is used to reduce the sensitivity when aiming based on the crosshair, and the following function is used to control the crosshair to follow the movement of the first virtual object.

2. The method according to claim 1, wherein The target area includes a damping area corresponding to the damping function and a following area corresponding to the following function, and the damping area includes the following area. The triggering of the target function acting on the crosshair in response to the crosshair entering the target area centered on the first virtual object includes: based on the adsorption function, in response to the crosshair entering the damping area, triggering the damping function; based on the adsorption function and the damping function, in response to the crosshair entering the following area, triggering the following function.

3. The method according to claim 2, wherein After triggering the damping function, the method further includes: during the process of the crosshair being in the damping area, in response to the aiming operation being executed, reducing the sensitivity when aiming based on the crosshair.

4. The method according to claim 1, wherein The target area includes a damping area corresponding to the damping function and a following area corresponding to the following function, and the following area includes the damping area. The triggering of the target function acting on the crosshair in response to the crosshair entering the target area centered on the first virtual object includes: based on the adsorption function, in response to the crosshair entering the following area, triggering the following function; based on the adsorption function and the following function, in response to the crosshair entering the damping area, triggering the damping function.

5. The method according to claim 1, wherein Before triggering the target function acting on the crosshair, the method further includes: displaying a setting interface, and at least one of the following is displayed in the setting interface: a damping intensity setting control, a following intensity setting control, and an adsorption function switch; wherein, the damping intensity setting control is used to set the damping magnitude for the crosshair, and the damping magnitude is negatively correlated with the magnitude of the sensitivity; the following intensity setting control is used to set the following speed of the crosshair following the first virtual object.

6. The method according to claim 1, wherein Before the triggering of the adsorption function acting on the crosshair in response to the crosshair entering the adsorption area centered on the first virtual object, the method further includes: A display auxiliary aiming switch, the auxiliary aiming switch is used to turn on the auxiliary aiming function, and the auxiliary aiming function includes the adsorption function and the target function; In response to a trigger operation on the auxiliary aiming switch, the auxiliary aiming function is turned on; The step of triggering the adsorption function acting on the aiming crosshair in response to the aiming crosshair entering the adsorption area centered on the first virtual object includes: In response to the aiming crosshair entering the adsorption area centered on the first virtual object and the auxiliary aiming function being turned on, triggering the adsorption function acting on the aiming crosshair.

7. The method according to claim 1, characterized in that After the step of triggering the adsorption function acting on the aiming crosshair in response to the aiming crosshair entering the adsorption area centered on the first virtual object, the method further includes: During the process of the aiming crosshair moving towards the first virtual object based on the adsorption function, controlling the adsorption speed of the first virtual object to gradually slow down; Wherein, the adsorption speed is the automatic moving speed of the aiming crosshair triggered by the adsorption function, and the magnitude of the adsorption speed is positively correlated with the target distance, and the target distance is the distance between the aiming crosshair and the first virtual object.

8. The method according to claim 7, characterized in that, The method further includes: In response to the adsorption speed of the first virtual object slowing down to the speed threshold, keeping the adsorption speed of the first virtual object unchanged.

9. The method according to claim 1, characterized in that The step of triggering the target function acting on the aiming crosshair in response to the aiming crosshair entering the target area centered on the first virtual object includes: In response to the aiming crosshair entering the following area included in the target area, the following area corresponding to the following function, when the first virtual object moves and the following condition is satisfied, triggering the following function acting on the aiming crosshair; Wherein, when at least one of the following processes is triggered, it is determined that the following condition is satisfied: In response to a moving operation on the second virtual object, controlling the second virtual object to move a target distance; In response to a perspective adjustment operation on the second virtual object, adjusting the perspective of the second virtual object; Wherein, the second virtual object is a virtual object that aims at the first virtual object using the aiming crosshair.

10. The method according to claim 1, characterized in that, The aiming crosshair is the aiming crosshair of a shooting prop, and the step of triggering the adsorption function acting on the aiming crosshair in response to the aiming crosshair entering the adsorption area centered on the first virtual object includes: In response to the aiming crosshair entering the adsorption area centered on the first virtual object, when a scope opening operation or a shooting operation on the shooting prop is received, triggering the adsorption function acting on the aiming crosshair; Wherein, the scope opening operation is an operation of opening the scope of the shooting prop.

11. The method according to claim 1, wherein After triggering the adsorption function acting on the aiming crosshair, the method further includes: Displaying at least one adsorption point on the bone line of the first virtual object, and the adsorption point is the end point when the aiming crosshair automatically moves towards the first virtual object; Based on the adsorption function, displaying the process of the aiming crosshair moving towards the target adsorption point among the at least one adsorption point.

12. The method according to claim 11, wherein The step of displaying the process of the aiming crosshair moving towards the target adsorption point among the at least one adsorption point based on the adsorption function includes: Highlight the target adsorption point among the at least one adsorption point, where the target adsorption point is the adsorption point closest to the aiming center; Based on the adsorption function, display the process of the aiming center moving towards the target adsorption point.

13. The method according to claim 1, characterized in that, After triggering the adsorption function acting on the aiming center, the method further includes: In response to the horizontal line where the aiming center is located intersecting with the first virtual object, use the intersection point of the horizontal line and the first virtual object as the end point of the automatic movement of the aiming center, and control the aiming center to move horizontally towards the intersection point; In response to the horizontal line where the aiming center is located not intersecting with the first virtual object, control the aiming center to move towards the head or foot of the first virtual object.

14. The method according to claim 13, wherein The controlling the aiming center to move towards the head or foot of the first virtual object in response to the horizontal line where the aiming center is located not intersecting with the first virtual object includes: In response to the horizontal line where the aiming center is located being above the head of the first virtual object, use the tangent point of the downwardly translated horizontal line and the head of the first virtual object as the end point of the automatic movement of the aiming center, and control the aiming center to move towards the tangent point; In response to the horizontal line where the aiming center is located being below the foot of the first virtual object, control the aiming center to move towards the foot closest to the aiming center.

15. The method according to claim 1, characterized in that, After triggering the adsorption function acting on the aiming center, the method further includes: When the aiming center enters the bounding box of the first virtual object, record the duration when the aiming center enters the bounding box; In response to the duration reaching the duration threshold, turn off the adsorption function.

16. The method according to claim 1, wherein After triggering the adsorption function acting on the aiming center, the method further includes: In response to a movement operation for the aiming center, control the aiming center to move in the target direction, where the target direction is opposite to the movement direction indicated by the adsorption function; In response to the moving distance of the aiming center in the target direction reaching the distance threshold, turn off the adsorption function.

17. According to the method of claim 1, after triggering the adsorption function acting on the aiming center, the method further includes: During the process of the aiming center moving towards the first virtual object, in response to meeting the adsorption closing condition, turn off the adsorption function of the aiming center; where the adsorption closing condition includes at least one of the following: The aiming center is within the bounding box of the first virtual object; Receiving a target movement operation for the aiming center, where the target movement operation is used to indicate moving the aiming center in the target direction, and the target direction is opposite to the movement direction indicated by the adsorption function; The number of consecutive shooting operations performed on the first virtual object reaches the target number; The aiming center moves outside the adsorption area; The distance between the first virtual object and the second virtual object is outside the target distance range, where the second virtual object is the virtual object that aims at the first virtual object using the aiming center.

18. According to the method of claim 1, after triggering the adsorption function acting on the aiming center, the method further includes: In response to the line of sight of the second virtual object being interfered with when aiming at the first virtual object based on the aiming crosshair, the aiming crosshair assistance function is turned off, and the aiming crosshair assistance function includes at least one of the adsorption function, the damping function, and the following function; wherein, the second virtual object is a virtual object holding the shooting prop corresponding to the aiming crosshair, and the reasons for the interference of the line of sight include at least one of the following: There is an object in the virtual scene that blocks the line of sight of the second virtual object; A third virtual object has performed an operation to interfere with the line of sight of the second virtual object.

19. The method according to claim 1, wherein The number of the first virtual objects is multiple, and the triggering of the adsorption function acting on the aiming crosshair in response to the aiming crosshair entering the adsorption area centered on the first virtual object includes: In response to the aiming crosshair entering the adsorption areas corresponding to multiple first virtual objects, each of the first virtual objects is displayed in a target display style, and the target display style is used to indicate that the aiming crosshair has entered the adsorption area corresponding to the corresponding first virtual object; For a target first virtual object among the multiple first virtual objects, the adsorption function acting on the aiming crosshair is triggered; The method further includes: Displaying the process of the aiming crosshair automatically moving towards the target first virtual object.

20. The method according to claim 19, wherein Before triggering the adsorption function acting on the aiming crosshair for the target first virtual object among the multiple first virtual objects, the method further includes: Based on the distances between each of the first virtual objects and the aiming crosshair, selecting the first virtual object closest to the aiming crosshair from the multiple first virtual objects as the target first virtual object; or, Based on the priorities of each of the first virtual objects, selecting the first virtual object with the highest priority from the multiple first virtual objects as the target first virtual object.

21. The method according to claim 1, wherein After controlling the aiming crosshair to move towards the first virtual object in response to the aiming operation on the first virtual object based on the aiming crosshair, the method further includes: Performing real-time position detection on the aiming crosshair to obtain a first detection result; wherein, the first detection result is used to indicate whether the aiming crosshair is in the assisted aiming area centered on the first virtual object, and the assisted aiming area includes the adsorption area and the target area; Based on the first detection result, in response to the aiming crosshair being in the assisted aiming area, performing adsorption position detection on the aiming crosshair to obtain a second detection result, and the second detection result is used to indicate whether the aiming crosshair is in the adsorption area; The triggering of the adsorption function acting on the aiming crosshair in response to the aiming crosshair entering the adsorption area centered on the first virtual object includes: Based on the second detection result, in response to the aiming crosshair entering the adsorption area centered on the first virtual object, triggering the adsorption function acting on the aiming crosshair.

22. A control device for a sight, characterized in that, The device includes: A display module, configured to display a first virtual object in a virtual scene and display an aiming crosshair for aiming at the first virtual object; A control module, configured to control the aiming crosshair to move towards the first virtual object based on the crosshair and in response to an aiming operation for the first virtual object; A first trigger module, configured to trigger an adsorption function acting on the crosshair in response to the crosshair entering an adsorption area centered on the first virtual object, where the adsorption function is used to control the crosshair to automatically move towards the first virtual object to adsorb to the first virtual object; A second trigger module, configured to trigger a target function acting on the crosshair in response to the crosshair entering a target area centered on the first virtual object during the process of the crosshair moving towards the first virtual object, where the target function includes at least one of a damping function and a following function; wherein, the damping function is used to reduce the sensitivity when aiming based on the crosshair, and the following function is used to control the crosshair to follow the movement of the first virtual object.

23. An electronic device, characterized in that, Comprising: A memory, configured to store computer-executable instructions or a computer program; A processor, configured to implement the control method of the crosshair according to any one of claims 1 to 21 when executing the computer-executable instructions or the computer program stored in the memory.

24. A computer-readable storage medium, characterized in that, Stored with computer-executable instructions or a computer program, configured to cause a processor to implement the control method of the crosshair according to any one of claims 1 to 21 when executed.

25. A computer program product, comprising computer-executable instructions or a computer program, characterized in that, When the computer-executable instructions or the computer program are executed by a processor, the control method of the crosshair according to any one of claims 1 to 21 is implemented.