Game display control method and device, electronic equipment and readable storage medium

By automatically acquiring crosshair parameters by capturing other players' game screens, the problem of cumbersome crosshair settings in shooting games is solved, improving the player's gaming experience and setting efficiency.

CN120393408APending Publication Date: 2025-08-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202510348715.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-21
Publication Date
2025-08-01

AI Technical Summary

Technical Problem

In shooting games, players need to manually adjust the crosshair settings, which makes the setup process tedious and inefficient, affecting the gaming experience.

Method used

By capturing other players' game footage, the system automatically acquires and updates the target player's crosshair parameters, simplifying the crosshair setting process.

Benefits of technology

It automates crosshair settings, improving the player's gaming experience and setup efficiency by reducing manual adjustments.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game display control method and device, electronic equipment and a readable storage medium. The method comprises the steps that a game picture of a first game account in a game match is displayed; in response to a capture operation for the game picture, obtaining a captured game picture, the captured game picture comprising a first aim point set by the first game account; and in response to a first trigger operation for the captured game picture, acquiring a parameter of a first aim point, and updating or generating a second aim point of the target game account based on the parameter of the first aim point. According to the method, the player can select the first aim point, suitable for the aiming style of the player, of the other players, the relevant parameters of the selected first aim point are quickly copied to the game of the player, the aim point parameters of the game do not need to be manually adjusted by the player, the aim point setting automation is achieved, the aim point setting process of the player is simplified, and the experience feeling of the player is improved.
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Description

Technical Field

[0001] This application relates to the technical field of games, and particularly to a method, device, electronic device and readable storage medium for controlling the display of games. Background Art

[0002] A shooting game (STG) is a type of video game where the main gameplay involves using various ranged weapons to aim and shoot at enemies, targets, or other objects. The core mechanism of such games is to attack through the character or vehicle controlled by the player, testing the player's aiming, reaction speed, strategic planning, and / or teamwork skills.

[0003] In shooting games, a crosshair is usually used to simulate the optical aiming device of a firearm or other weapon in the real world, helping players intuitively judge the shooting direction and aiming accuracy, and aim at the target more accurately. Currently, in some shooting games, after parameterizing the crosshairs debugged by other players, they are integrated into the game to form a series of preset crosshair schemes. Players usually choose the crosshair settings of any one of the series of preset crosshair schemes according to their personal preferences and game needs to overwrite their current crosshair settings, or configure the crosshair parameters themselves. The above methods require players to manually adjust the crosshair settings in the game during the setting process. Summary of the Invention

[0004] This application provides a method, device, electronic device and readable storage medium for controlling the display of games, which at least partially solves the problem of players manually adjusting crosshair settings in shooting games, can improve the crosshair setting efficiency of players in the game, and enhance the game experience of players. The specific solutions are as follows:

[0005] In a first aspect, an embodiment of this application provides a method for controlling the display of a game, the method comprising:

[0006] Displaying a game screen of a first game account in a game session;

[0007] In response to a capture operation on the game screen, obtaining the captured game screen, where the captured game screen includes a first crosshair set by the first game account;

[0008] In response to a first trigger operation on the captured game screen, obtaining the parameters of the first crosshair, and based on the parameters of the first crosshair, updating or generating a second crosshair of a target game account

[0009] In a second aspect, an embodiment of this application provides a device for controlling the display of a game, the device comprising: a display unit, a capture unit, and a setting unit;

[0010] A display unit for displaying the game screen of the first game account in a game session;

[0011] A capture unit for obtaining the captured game screen in response to a capture operation on the game screen, where the captured game screen includes a first aiming reticle set by the first game account;

[0012] A setting unit for obtaining the parameters of the first aiming reticle in response to a first trigger operation on the captured game screen, and updating or generating a second aiming reticle for the target game account based on the parameters of the first aiming reticle.

[0013] In a third aspect, the present application also provides an electronic device, including:

[0014] A processor; and

[0015] A memory for storing a data processing program, and after the electronic device is powered on and runs the program through the processor, it executes the method described in the first aspect.

[0016] In a fourth aspect, an embodiment of the present application also provides a computer-readable storage medium storing a data processing program, and when the program is run by a processor, it executes the method described in the first aspect.

[0017] Compared with the prior art, the present application has the following advantages:

[0018] The game display control method provided by the embodiment of the present application, on the basis of displaying the game screen of the first game account in a game session; in response to a capture operation on the game screen, obtains the captured game screen, where the captured game screen includes a first aiming reticle set by the first game account; in response to a first trigger operation on the captured game screen, obtains the parameters of the first aiming reticle, and updates or generates a second aiming reticle for the target game account based on the parameters of the first aiming reticle.

[0019] It can be seen that the game display control method provided by the present application can obtain the parameters of the first aiming reticle based on the captured game screen containing the first aiming reticle of the first game account, and quickly assign the parameters of the first aiming reticle to the target game account, so that the target game account has a second aiming reticle with parameters matching those of the first aiming reticle. In this setting process, players do not need to integrate the parameters of other players' aiming reticles, nor do they need to select parameters from numerous preset aiming reticle schemes. Instead, they can quickly set an aiming reticle suitable for their own aiming style according to the aiming reticle used by other players during the game, making the aiming reticle setting automated, simplifying the process of players setting the aiming reticle, and improving the player experience.

[0020] A game display control device, an electronic device, and a readable storage medium provided by the embodiment of the present application can also achieve the above effects. Brief Description of the Drawings

[0021] Figure 1 It is a schematic interface diagram of the aiming reticle in a shooting game provided by an embodiment of the present application;

[0022] Figure 2 It is a schematic diagram of the game system in an electronic device provided by an embodiment of the present application;

[0023] Figure 3 It is a schematic flowchart of a display control method for a game provided by an embodiment of the present application;

[0024] Figure 4 It is a schematic interface diagram for capturing the game screen of the first game account in a game session provided by an embodiment of the present application;

[0025] Figure 5 It is a schematic diagram of the style of the aiming reticle provided by an embodiment of the present application;

[0026] Figure 6 It is a schematic diagram of the size of the aiming reticle provided by an embodiment of the present application;

[0027] Figure 7 It is an example interface diagram of the display control method for a game in the spectator mode interface of the game client provided by an embodiment of the present application;

[0028] Figure 8 It is an example interface diagram of the display control method for a game in the video playback interface of a non-game client provided by an embodiment of the present application;

[0029] Figure 9 It is another example interface diagram of the display control method for a game provided by an embodiment of the present application;

[0030] Figure 10 It is an example flowchart for obtaining the parameters of the first aiming reticle when the capture operation is a screen recording operation provided by an embodiment of the present application;

[0031] Figure 11 It is a block diagram of the structure of the display control device for a game provided by an embodiment of the present application;

[0032] Figure 12 It is a block diagram of an example of the structure of an electronic device for implementing the display control method for a game provided by an embodiment of the present application. Detailed Description of the Embodiment

[0033] To enable those skilled in the art to better understand the solution of this application, the technical solutions in the embodiments of this application will be clearly and completely described below in conjunction with the accompanying drawings in the embodiments of this application. Obviously, the described embodiments are only a part of the embodiments of this application, rather than all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of this application.

[0034] It should be noted that the terms "first", "second", "third", etc. in the claims, the description, and the drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data can be interchanged under appropriate circumstances so that the embodiments of this application described herein can be implemented in an order other than that shown or described herein. In addition, the terms "including", "having", and their variants are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products, or devices.

[0035] Before elaborating on the embodiments of this application in detail, relevant technologies and related technical concepts will be introduced first.

[0036] A shooting game (abbreviated as STG) is a type of video game where the main gameplay revolves around using various long-range weapons to aim and shoot at enemies, targets, or other objects. The core mechanism of such games lies in attacking through the character or vehicle controlled by the player, testing the player's aiming, reaction speed, strategic planning, and / or teamwork ability.

[0037] As Figure 1 shown, it is a schematic diagram of the aiming reticle interface in a shooting game provided by an embodiment of this application. As Figure 1 (a) shows, in a shooting game, the aiming reticle 101 is usually used to simulate the optical aiming device of a firearm or other weapon in the real world. Among them, the "aiming reticle" usually refers to the center point of aiming at a target and is commonly used in shooting or some activities that require precise aiming. In some video games, the "aiming reticle" is a graphical marker that helps players locate and aim at the target. As Figure 1 (b) shows, it is another schematic diagram of the aiming reticle interface in a shooting game provided by an embodiment of this application. Assuming that the shooting target of player B is player A who moves from location C to location D, the aiming reticle 101 moves with player B's weapon to aim at player A, helping player B intuitively judge the shooting direction and aiming accuracy, and more accurately aim at the second player A.

[0038] In a shooting game, the "crosshair" is a very important element. It is usually a marker in the center of the screen that helps players locate and aim at targets. The parameters of the crosshair refer to the parameters of various attributes of the crosshair for setting up assisted aiming in a shooting game. The following are some detailed explanations of the crosshair parameters:

[0039] Style and size: The style and size of the crosshair can be adjusted according to the game design and player preferences. Common crosshair styles include cross, dot, ring, etc.

[0040] Color: The color of the crosshair can usually be customized to provide the best visibility in different environments and backgrounds.

[0041] Dynamic changes: In some games, the crosshair will change dynamically according to the player's actions (such as moving, jumping, shooting) or the characteristics of the weapon (such as shooting accuracy, recoil). For example, when the player moves or shoots, the crosshair may become larger, indicating a decrease in shooting accuracy; or, when the player aims at a target and does not aim at a target, the crosshair is displayed in a different style or color.

[0042] Hit feedback: In some games, when the player's shot hits the target, the crosshair may have special visual or sound feedback to confirm the hit.

[0043] Aiming accuracy: It refers to the accuracy and reliability reflected when using the sight for aiming; for example, a small and clear sight may make it easier for players to feel high accuracy, while a large and blurred sight may imply lower accuracy.

[0044] Response speed: It refers to the speed and sensitivity of the crosshair to respond to control inputs (such as mouse movement, joystick operation of the gamepad, etc.) when the player operates the virtual character to aim in the game.

[0045] Customization and adjustment: Many games allow players to customize the appearance and behavior of the crosshair to suit their gaming style and preferences.

[0046] The parameters of the crosshair refer to the parameters for customizing the appearance, behavior, and interaction mechanism of the crosshair in the game. These parameters can help players adjust the characteristics of the crosshair's style, color, size, and dynamic behavior according to their personal preferences and shooting habits. The reasonable configuration of the crosshair parameters is not only related to the game's visual effect but also one of the key factors in improving aiming efficiency, shooting accuracy, and overall game performance. For example, the size of the crosshair affects the aiming accuracy of players at different distances. A small crosshair is conducive to accurate long-distance aiming, while a large crosshair is easier to quickly locate targets in close combat. Different players have different visual habits and aiming needs. By adjusting the color and style of the crosshair, etc., the crosshair can be made more in line with personal preferences, thereby improving the comfort and concentration during aiming. Parameters such as the spacing and thickness of the crosshair affect players' judgment of the shooting timing and the sense of spatial position in the game, such as quickly returning to the aiming state when moving quickly or dodging.

[0047] In a competitive scenario, subtle crosshair adjustments can bring significant advantages. Especially in professional competitions that require high precision and quick responses, players will optimize the crosshair settings according to their own tactical styles and map characteristics to achieve the best performance. The existing way to set the crosshair is to parameterize the crosshair parameters that have been debugged by other players and then integrate them into the game to form a series of preset crosshair schemes. Players usually choose the crosshair parameters of any one of the series of preset crosshair schemes according to their personal preferences and game needs to overwrite their own crosshair parameters and set the crosshair according to the overwritten crosshair parameters. However, during the setting process, players need to manually adjust.

[0048] Based on the above existing problems, in order to enable users not to manually set the crosshair during the game process and improve the user's game experience, this application provides a display control method for a game, a display control device for the game corresponding to the method, an electronic device capable of implementing the method, and a computer-readable storage medium.

[0049] The following provides embodiments to elaborate on the above method, device, electronic device, and computer-readable storage medium in detail.

[0050] The display control method of the game provided by the embodiments of the present application can be executed by an electronic device, which can be a terminal or a server, etc. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, etc. The terminal can also include a client, which can be a game client, a browser client carrying a game program, or an instant messaging client, etc. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.

[0051] For example, when the display control method of the game runs on the terminal, the terminal device stores a shooting game application program and a shooting game virtual scene. The terminal device interacts with the user through a graphical user interface. The ways for the terminal device to provide the graphical user interface to the user can include various types. For example, it can be rendered and displayed on the display screen of the terminal device, or the graphical user interface can be presented through holographic projection.

[0052] Another example is that when the display control method of the game runs on the server, it can be a cloud game. A cloud game refers to a game mode based on cloud computing. In the operation mode of a cloud game, the running entity of the game application program and the entity presenting the game screen are separated. The storage and operation of the display control method of the game are completed on the cloud game server. And the presentation of the game screen is completed on the cloud game client. The cloud game client is mainly used for receiving and sending game data and presenting the game interface. For example, the cloud game client can be a display device with data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, etc. However, the terminal device for processing game data is the cloud game server in the cloud. When playing the game, the user operates the cloud game client to send operations to the cloud game server. The cloud game server runs the game according to the operations, encodes and compresses data such as the game screen, returns it to the cloud game client through the network. Finally, the game screen is decoded and output through the cloud game client.

[0053] It should be noted that in the following description of the technical solution provided by the present application, the terminal device is taken as an example of the execution entity for description. In other possible implementation manners, the technical solution provided by the present application can also be executed by the server as the execution entity. The embodiments of the present application do not limit the type of the execution entity.

[0054] Before introducing the display control method of the game provided by the present application, the schematic diagram of the application system involved in each embodiment of the present application is introduced.

[0055] The method is applied to the game system 200 in an electronic device as Figure 2 shown. The game system 200 may include at least one terminal 210, at least one server 220, at least one database 230, and a network. The terminal 210 held by a user can be connected to the servers of different games through the network. The terminal is any device with computing hardware that can support and execute the software application tools corresponding to the games.

[0056] Among them, the terminal 210 includes a display screen and a processor. The display screen is used to present a graphical user interface and receive operations generated by the user acting on the graphical user interface. The graphical user interface may include a game screen, and the game screen may be a partial game scene, and the game scene is a virtual world where virtual characters carry out activities. The processor is used to run the game, generate the game screen, respond to operations, and control the display of the game screen on the display screen. When the user operates on the game screen through the display screen, the game screen can control the content on the local terminal of the terminal in response to the received operation instruction, or can control the content of the peer server in response to the received operation instruction.

[0057] In addition, when the game system 200 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and through different servers. The network can be a wireless network or a wired network. For example, the wireless network is a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or connect to servers, etc. In addition, the system 100 may include multiple databases, and the multiple databases are coupled to different servers, and information related to the game can be continuously stored in the databases when different users are online for multi-user games.

[0058] It should be noted that Figure 2 the scene schematic diagram of the game system shown is only an example. The game system 200 described in the embodiments of the present application is to more clearly illustrate the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those of ordinary skill in the art know that with the evolution of the game system and the emergence of new business scenarios, the technical solutions provided by the embodiments of the present application are equally applicable to similar technical problems.

[0059] The technical solutions of the present application will be described in detail below through specific embodiments. It should be noted that the following several specific embodiments can be combined with each other, and the same or similar concepts or processes may not be repeated in some embodiments.

[0060] AsFigure 3 As shown Figure 3 FIG. Figure 3 is a schematic flowchart of a display control method for a game provided by an embodiment of the present application. It should be noted that the steps shown can be executed in a logical order different from that shown in the flowchart of this method. The method includes the following steps S310 to S330:

[0061] Step S310: Display the game screen of the first game account in the game session.

[0062] Step S320: In response to a capture operation on the game screen, obtain the captured game screen, where the captured game screen includes a first aiming reticle set by the first game account.

[0063] Step S330: In response to a first trigger operation on the captured game screen, obtain the parameters of the first aiming reticle, and based on the parameters of the first aiming reticle, update or generate a second aiming reticle for the target game account.

[0064] Next, the above steps S310 to S330 will be described in detail.

[0065] Regarding the above step S310, in this embodiment, the game screen of the first game account is displayed through a preset terminal device.

[0066] Optionally, the game screen can be displayed in the game client running on the terminal device, or can be displayed in the remaining video playback clients (non-game clients) running on the terminal device. For details, please refer to the following description and will not be elaborated here.

[0067] Among them, the first game account refers to any game account participating in the above game session; it should be noted that a game account refers to a personal account created by a player to access the game, and is usually used for identity verification, saving game progress, recording player achievements, purchasing and managing virtual items and currency, etc.

[0068] Regarding the above step S320, the capture operation refers to an operation of recording and storing the currently displayed game screen of the first game account. That is, in this embodiment, in response to the capture operation on the currently displayed game screen of the first game account, the captured game screen can be obtained.

[0069] Optionally, in this embodiment, the capture operation can include a screenshot operation and / or a screen recording operation.

[0070] Among them, the screenshot operation refers to the operation process of copying and saving the game screen displayed on the terminal device as an image file. It should be noted that the screenshot operation can capture the content displayed in the entire screen of the terminal device, a specific window, or the content in the screen area selected by the user. In this regard, this embodiment does not specifically limit it.

[0071] In an optional specific embodiment, the screenshot operation can be a trigger operation for the provided screenshot control, or a preset gesture operation, etc. For example, in a mobile game, operations such as double-clicking on the mobile screen or swiping down with three fingers can be used; or, it can also be a shortcut key operation. For example, simultaneously pressing the power-off key and the volume key of the mobile terminal; or, when playing a game on a non-mobile terminal, the screenshot operation can be achieved by pressing a preset key or a combination of keys on the physical keyboard. In this regard, this embodiment does not expand the description.

[0072] The screen recording operation, that is, the operation of performing screen recording, refers to the process of capturing and saving the content displayed on the screen of the terminal device in real time as a video file. This screen recording operation can be an operation to trigger the screen recording function of the built-in screen recording application of the terminal device, or an operation to trigger the screen recording function provided by the game client or a third-party screen recording client, or an operation where a player uses the video recording function of another mobile terminal to record the terminal device displaying the game screen of the first game account in a game session. In this regard, this embodiment does not specifically limit it.

[0073] It should be noted that different from the screenshot operation that only captures the static image of the current screen, the screen recording operation can record a series of continuous pictures, including pictures such as player operations, game interface changes, and game processes.

[0074] As Figure 4 shown, Figure 4 is a schematic diagram of the capture operation for capturing the game screen of the first game account in a game session provided by an embodiment of the present application. In the Figure 4 interface shown in (a), the game screen of the first game account in the game session and the function hiding button 102 are displayed; among them, the game screen includes the first aiming cross 101.

[0075] Based on the Figure 4 interface shown in (a), when the player clicks the function hiding button 102, Figure 4 the interface shown in (a) jumps to the Figure 4 interface shown in (b). In the Figure 4 interface of (b), the function control 103 is displayed. The function control 103 contains buttons for various functions, such as screenshot, video recording, eye protection, and position marking, etc. The player clicks the screenshot button 1031. In response to the click operation of the screenshot button 1031, a screenshot is taken of the game screen including the first aiming cross, and the captured game screen in image format is obtained.

[0076] Alternatively, based on Figure 4 the interface shown in (b), when the player clicks the recording button 1032, in response to the click operation of the screenshot button 1032, the game screen currently displayed is recorded to obtain the captured game screen in video format.

[0077] The above-mentioned captured game screen refers to the game screen corresponding to the first game account captured through a screenshot operation or a screen recording operation; in this embodiment, the captured game screen includes the first aiming reticle set by the first game account. That is, the above-mentioned capture operation is used to capture the first aiming reticle displayed in the game screen to obtain a game screen including the first aiming reticle. For the specific introduction of the aiming reticle, it can be described according to the previous description and will not be elaborated here.

[0078] It can be understood that the first aiming reticle set by the first game account refers to the first aiming reticle applied by the first game account in the currently displayed game screen, and the relevant attribute parameters (such as position, style, color, size, transparency, etc.) of the first aiming reticle have been set.

[0079] Regarding the above step S330, the above-mentioned first trigger operation for the captured game screen refers to an operation used to trigger the game function set in the game for aiming reticle setting based on the captured game screen. In different situations, the operation method of the first trigger operation is different, and it can be specifically referred to the following description and will not be elaborated here.

[0080] The above-mentioned obtaining the parameters of the first aiming reticle means reading the parameters of the first aiming reticle from the captured game screen. Among them, the parameters of the first aiming reticle refer to the data used to define the appearance, behavior, and interaction mechanism of the first aiming reticle; in this embodiment, the parameters of the first aiming reticle may include, but are not limited to, at least one of the following: position, style, color, size, transparency, dynamic behavior, etc.

[0081] As Figure 5 shown, Figure 5 is a schematic diagram of the style of the aiming reticle provided by the embodiment of the present application. The style of the first aiming reticle can be a kind of graphic or a combination of two or more graphics. The graphics can be one or more of geometric images, animal images, and object images, or other graphics other than geometric images, animal images, and object images. Among them, geometric graphics include cross-shaped, dot-shaped, triangular, and ring-shaped, etc.; animal images can be cartoon images and actual images of animals, etc.; object images can be images of cars, building images, and plant graphics, etc. As Figure 5As shown, the ring shape and the cross shape can be combined to obtain a new style of the aiming point. It is also possible to select two or more graphics from different graphics as the style of the aiming point. For example, select one graphic from geometric graphics and one graphic from animal images, and combine the two to obtain the style of the second aiming point, such as Figure 5 As shown, the ring shape in geometric graphics and the animal cartoon image can be combined as the style of the aiming point.

[0082] Such as Figure 6 As shown, it is a schematic diagram of the aiming point size provided by the embodiment of the present application; in the Figure 6 specific example shown, it includes the aiming range of the virtual firearm (i.e., the range of the sight) and the front sight located at the center of the aiming range; in this specific example, the aiming point in the shape of a triangle is taken as an example for introduction. Players can customize the size of the aiming point according to their own preferences. For example, if the player likes the aiming point to occupy a relatively large proportion in the aiming range, the aiming point can be set larger. If the player hopes that the aiming point does not affect the aesthetic feeling between the aiming range and the aiming point, the front sight can occupy a relatively small proportion in the aiming range. It should be noted that when adjusting the size of the aiming point, it can also be set according to the size of the display screen of the game terminal. For example, if the display screen of the game terminal is larger, the aiming point can be set larger. If the interface of the game terminal is smaller, the aiming point can be set smaller. In practical applications, the size of the aiming point can be set according to the actual situation. If it is too large, it may block the line of sight. If it is too small, it may cause difficulty in accurate aiming. It is appropriate that the aiming point can accurately aim at the target object.

[0083] The above-mentioned target game account refers to the game account corresponding to the execution device of the first trigger operation. The execution device of the first trigger operation can be the terminal device that displays the game screen of the first game account.

[0084] It should be noted that usually, the target game account and the above-mentioned first game account can be different game accounts in different games that are interoperable, or different game accounts in the same game, or even the same game account in the same game. This embodiment does not specifically limit this, and specific reference can be made to the following exemplary introduction:

[0085] For example, when the player who executes the capture operation and the first trigger operation views the game recording screen of any game published by the other players through the video sharing platform, the target game account corresponding to the player and the first game account corresponding to the other players being viewed can be different game accounts in the same game, or different game accounts in different interoperable games; that is, the first game account and the target game account are two different game accounts;

[0086] For another example, when a player is playing a game, if the aiming reticle during the game process conforms to the player's own tactical style and map characteristics, and has high accuracy and quick response during the game process, at this time, the game process can be recorded or captured, and then the recorded content or captured content can be published through a video sharing platform, or played through a preset video player client on the terminal device; based on this, the player can view the game recordings or game screenshots published or saved by himself / herself. At this time, the first game account and the target game account are the same game account.

[0087] It can be understood that when a player participates in a game for the first time with a target game account, in some games, a reticle setting is required before the game can start. That is, in this case, the target game account does not have a corresponding pre-configured reticle; based on this, the second reticle of the target game account can be generated based on the parameters of the first reticle, that is, in the game, the parameters of the first reticle are used to create the second reticle corresponding to the parameters for the target game account; the specific creation process can be referred to the description later.

[0088] Or, in the game, the target game account already has a set second reticle (such as set by the player himself / herself, or preset in the game), but the set second reticle does not conform to the player's current usage preference. At this time, the parameters of the first reticle of the first game account can be obtained through the above steps S310 to S320, and then the parameters of the currently set second reticle are updated according to the parameters of the first reticle to obtain the updated second reticle.

[0089] For example, if the target game account currently does not have a set reticle, and the parameters of the first aiming reticle include: the size of the first aiming reticle is 10, the color is red, and the shape is circular; then, based on the parameters of the first aiming reticle, a second reticle with a size of 10, a color of red, and a shape of circular can be generated.

[0090] If the parameters of the second reticle currently corresponding to the target game account are: the size of the second reticle is 15, the color is blue, and the shape is a cross; then, based on the above parameters of the first reticle for updating, after the update, the size of the second reticle becomes 10, the color becomes red, and the shape becomes circular.

[0091] It can be seen that the game display control method provided by this application can identify the parameters of the first aiming reticle in the game screen based on the captured game screen containing the first aiming reticle of the first game account, obtain the parameters of the first aiming reticle, and quickly assign the parameters of the first aiming reticle to the target game account, so that the target game account has a second aiming reticle with parameters matching those of the first aiming reticle. During this setting process, the player does not need to integrate the parameters of other players' aiming reticles, nor does the player need to select parameters from numerous preset aiming reticle schemes. Instead, the player can quickly set an aiming reticle suitable for their own aiming style according to the aiming reticle used by the other players during the game, automating the aiming reticle setting process, simplifying the process of the player setting the aiming reticle, and improving the player experience.

[0092] Next, the related implementation manners of the interaction process between step S310 and step S330 are introduced.

[0093] In some optional specific embodiments, step S310 can be specifically implemented through the following step S311a. After executing step S311a, steps S320 to S330 are executed.

[0094] Step S311a: In the spectator mode interface of the game client of the target game account, display the game screen of the first game account in the game session through the first-person perspective, and the first-person perspective is the perspective of the first game account.

[0095] That is, the purpose of step S311a is to limit that the capture process of the first game account and the first trigger operation on the captured game screen are both completed in the game client environment corresponding to the target game account, without involving the switching process between different applications.

[0096] In this embodiment, the spectator mode interface refers to the interface corresponding to the spectator mode designed by the game developer inside the game application. The spectator mode in the game allows players to watch the live game or game replay of other players without leaving the game client.

[0097] This spectator mode usually allows players to choose to watch the games of friends, high-score players, or officially recommended games. In some competitive games, the built-in spectator mode is particularly important because it can help players learn tactics and skills, and it is also one of the basic technical means for the live broadcast of e-sports events.

[0098] In an alternative specific embodiment, a game account list may be displayed on the spectator mode interface of the game client of the target game account. The game account list includes multiple viewable game screens, and the multiple viewable game screens include the game screen of the first game account in the game session; in response to a selection operation on the game screen of the first game account in the game session, on the spectator mode interface of the game client of the target game account, the game screen of the first game account in the game session is displayed from the first perspective.

[0099] Wherein, the above-mentioned first perspective is the perspective at which a virtual camera captures the game scene of the first game account when the first game account participates in the game.

[0100] It can be understood that when selecting to spectate the game screen of the first game account in the game session, if the virtual character controlled by the first game account performs an aiming operation or a shooting operation, a first aiming reticle set by the first game account is displayed in the game screen.

[0101] Alternatively, in some alternative embodiments, the above step S310 may be specifically implemented through the following step S311b. After executing this step S311b, the above steps S320 to S330 are executed.

[0102] Step S311b: In the video playback interface of a non-game client, the game screen of the first game account in the game session is displayed from the first perspective.

[0103] The purpose of this step S311b is to limit the capture process of capturing the game screen of the first game account, which is carried out in the video playback interface of the non-game client, and the first trigger operation for the captured game screen can be carried out in the playback interface of the non-game client or completed in the game client environment corresponding to the target game account.

[0104] It should be noted that if the capture process of capturing the game screen of the first game account is carried out in the video playback interface of the non-game client and the first trigger operation is completed in the game client environment, then in this implementation, it involves the switching process between different clients.

[0105] Wherein, in this embodiment, the above non-game client may include: a live broadcast platform (a live broadcast website or a live broadcast application), a video sharing platform (a video sharing website or a video sharing application), etc., other than the game client corresponding to the target game account.

[0106] It should be noted that when the game screen of the first game account in the game session is displayed through the video playback interface of a non-game client, if it is necessary to execute the game display control method provided in this application, it is necessary to install or run the game client and the non-game client corresponding to the video playback interface on the terminal device at the same time. Among them, the game client can be the game client to which the game session participated by the first game account belongs, or it can also be a game client other than the game client to which the game session participated by the first game account belongs. This embodiment does not specifically limit it.

[0107] In some alternative embodiments, regardless of whether the game screen of the first game account described above is displayed in the spectator mode interface of the game client or in the video playback interface of the non-game client, the step "update or generate the second crosshair of the target game account in the crosshair setting interface of the game client of the target game account based on the parameters of the first crosshair" in the foregoing step S330 can be specifically implemented through the following step S332.

[0108] Step S332: Update or generate the second crosshair of the target game account in the crosshair setting interface of the game client of the target game account based on the parameters of the first crosshair.

[0109] That is, the purpose of this step S332 is to limit that the process of updating or generating the second crosshair of the target game account needs to be completed in the crosshair setting interface of the game client of the target game account. That is, the second crosshair is updated or generated when the crosshair setting interface of the game client of the target game account is displayed.

[0110] In this embodiment, the crosshair setting interface is an interface for configuring the attributes of the second crosshair for the target game account. In this crosshair setting interface, attributes such as the position, style, color, and size of the crosshair can be set.

[0111] In some alternative embodiments, regardless of whether the game screen of the first game account described above is displayed in the spectator mode interface of the game client or in the video playback interface of the non-game client, based on the above step S332, the game display control method provided in this application may further include the following step S340.

[0112] Step S340: Display a switching control associated with the captured game screen according to the capture operation.

[0113] That is, when the player performs a capture operation on the game screen of the first game account, in addition to obtaining the captured game screen, a switching control associated with the captured game screen can also be displayed in the graphical user interface of the terminal device.

[0114] Correspondingly, in some optional embodiments, on the basis of displaying the switching control, the first triggering operation for the captured game screen described above includes a triggering operation for the switching control. Based on this, the "obtaining the parameters of the first aiming reticle in response to the first triggering operation for the captured game screen" in step S330 above can be specifically implemented in the following manner: obtaining the parameters of the first aiming reticle in response to the triggering operation for the switching control. That is, after obtaining the captured game screen, the parameters of the first aiming reticle can be obtained only when a corresponding triggering operation is applied to the switching control.

[0115] Correspondingly, the "updating or generating the second aiming reticle of the target game account in the aiming reticle setting interface of the game client of the target game account based on the parameters of the first aiming reticle" in step S332 above can be specifically implemented through the following steps S3320 to S3321.

[0116] Step S3320: Display the aiming reticle setting interface corresponding to the game client of the target game account according to the triggering operation for the switching control, and display a confirmation control in the aiming reticle setting interface.

[0117] Step S3321: In response to the triggering operation for the confirmation control, update or generate the second aiming reticle of the target game account based on the parameters of the first aiming reticle.

[0118] That is, in the above optional embodiment, the switching control is used to switch from the current displayed spectator mode interface of the game client of the target game account or the video playback interface of the non-game client to the aiming reticle setting interface in the game client of the target game account, and then update or generate the second aiming reticle of the target game account based on the parameters of the first aiming reticle in the captured game screen.

[0119] In an optional embodiment, when the terminal device detects the capture of the game screen of the first game account, it identifies the game to which the first game account belongs. If the game corresponding to the game client installed on the terminal device is interoperable with or the same as the game to which the first game account belongs, then in response to the triggering operation for the switching control, the target game client installed on the terminal device is run, the target game account is logged in the target game client, and the aiming reticle setting interface corresponding to the target game account is displayed.

[0120] In the embodiments of the present application, the target game client can be determined through the following specific embodiments:

[0121] In an optional specific embodiment, when a game client corresponding to the game to which the first game account belongs is installed on the terminal device, in response to a trigger operation on the switching control, the game client corresponding to the game to which the first game account belongs is taken as the target game client and directly run, and the target game account is logged in to the target game client to enter the aiming reticle setting interface. It should be noted that in this optional specific embodiment, the number of game clients installed on the terminal device is not limited, and it can be one or more.

[0122] In another optional specific embodiment, when multiple game clients (including the game to which the first game account belongs and / or other multiple games that can set the aiming reticle and are interoperable with the game to which the first game account belongs) are installed on the terminal device, in this case, in response to a trigger operation on the switching control, the client identifiers of the multiple game clients corresponding to the above-mentioned multiple games are displayed; in response to a selection operation, the target client identifier among the client identifiers is determined, and the game client corresponding to the target client identifier is taken as the target game client and directly run, and the target game account is logged in to the target game client to enter the aiming reticle setting interface.

[0123] In this embodiment, the trigger operation on the switching control may include, but is not limited to, click operation, swipe operation, press operation, etc.

[0124] The above-mentioned confirmation control refers to an interactive element displayed in the aiming reticle setting interface for ensuring the operation intention of the player of the target game account. By requiring the player to confirm again the operation of updating or generating the second aiming reticle based on the parameters of the first aiming reticle, this confirmation control helps prevent misoperation and improves the player's gaming experience.

[0125] Next, in combination with Figure 7 and a specific example, the implementation manner of updating or generating the second aiming reticle of the target game account in the spectator mode will be introduced.

[0126] It should be noted that in Figure 7 the specific example shown, a first-person perspective game is taken as an example; a specific example where the virtual character 105 is the virtual character controlled by the first game account; a specific example where a partial game screen in the spectator mode interface is captured; a specific example where the one-key application button 108 is the switching control described above; and a specific example where the application button 1110 is the confirmation control described above.

[0127] As Figure 7 shown, Figure 7The interface shown in (a) is the viewing mode interface when the target game account is in the viewing mode. In this viewing mode interface, the game screen of the virtual character 105 controlled by the first game account aiming with a virtual weapon held in the hand is displayed from the first-person perspective. In this game screen, the first aiming reticle 106 set by the first game account is displayed, and the first aiming reticle 106 is a hollow cross reticle.

[0128] Based on the above Figure 7 For the viewing mode interface shown in (a), if the player performs a screenshot operation, then as Figure 7 shown in (b), the captured game screen 107 can be obtained. In the captured game screen 107, the first aiming reticle 106 set by the first game account is displayed. Additionally, a one-key application button 108 is also displayed in this viewing mode interface.

[0129] Based on the interface shown in Figure 7 (b), when the player controlling the target game account clicks the one-key application button 108, in response to this click operation, the parameters of the first aiming reticle 106 in the captured game screen 107 can be obtained, and Figure 7 the interface shown in (b) is switched to be displayed as Figure 7 the interface shown in (c), that is, the viewing mode interface where the target game account is located is switched to the aiming reticle setting interface corresponding to this target game account. In Figure 7 the aiming reticle setting interface shown in (c), the default display content in the aiming reticle setting interface and an overlay layer 111 covering above the default display content are displayed.

[0130] Among them, the aiming reticle setting interface includes: a first area 109 and a second area 110; among them, the first area 109 is used to display the configuration items for configuring the second aiming reticle (such as the style, color, size, transparency, etc. of the aiming reticle); the second area 110 is used to display several configuration parameters corresponding to the selected configuration items, and the player can complete the configuration of the selected configuration item by selecting the target configuration parameter among several configuration parameters.

[0131] The first aiming reticle 106 and an application button 1110 are displayed in the overlay layer 111. When the player clicks the application button 1110, the second aiming reticle of the target game account can be updated or generated based on the parameters of the first aiming reticle 106.

[0132] It should be noted that for the subsequent interface switching process, this embodiment will not be elaborated further.

[0133] In this way, when spectating a game, based on the parameters of the crosshairs set by the other players in the spectating mode interface, through screenshot operations, triggering operations on the switching control, triggering operations on the confirmation control, etc., the crosshairs corresponding to the player's own game account can be quickly set, without the need for the player to search for the crosshair configuration parameters of other players through other means, as well as operations such as downloading and saving, improving the efficiency of crosshair setting.

[0134] In some alternative embodiments, when the above-mentioned switching control is not displayed, the above-mentioned first triggering operation may include, but is not limited to: air gesture operation, voice command operation, eye tracking operation, etc.

[0135] In some alternative embodiments, before performing the above step S3321, the game display control method provided in the present application may further include the following steps S3322 to S3323.

[0136] Step S3322: Display the parameters of the first crosshair in the crosshair setting interface.

[0137] Step S3323: In response to an adjustment operation, update at least some of the parameters of the first crosshair to obtain the updated parameters of the first crosshair.

[0138] That is, the purpose of steps S3322 and S3323 is to display the obtained parameters of the first crosshair for the player to view, adjust, and confirm.

[0139] It should be noted that when updating the parameters of the first crosshair based on the adjustment operation to obtain the updated parameters of the first crosshair, the above step S3321 may be specifically implemented in the following manner: in response to a triggering operation on the confirmation control, based on the updated parameters of the first crosshair, update or generate a second crosshair in the crosshair setting interface of the game client of the target game account.

[0140] The above adjustment operation refers to an operation for adjusting the parameters of the first crosshair. For example, if the style of the first crosshair is adjusted from a hollow cross style to a pentagram style and the other parameters remain unchanged, it can be considered that the parameters of the first crosshair have been updated.

[0141] Next, in combination with Figure 8 and a specific example, the implementation manner of updating or generating the second crosshair of the target game account in the case where the game screen of the first game account is displayed in the video playback interface will be introduced.

[0142] In Figure 8 the specific example shown, only one game client is installed on the terminal device.

[0143] As Figure 8 shown, Figure 8(a) is a game live broadcast interface, in which the game screen of the first game account in the game session is displayed; in this game screen, the first game account controls the virtual character 112 to use a virtual weapon and aims through the first aiming reticle 113 set by the first game account; in addition, in this live broadcast environment, the barrage (such as barrage 1, barrage 2, barrage 3, and barrage 4) published by the users watching this live broadcast can be displayed in this game live broadcast interface.

[0144] Based on the above Figure 8 (a) When the user (the player corresponding to the target game account) watching this game live broadcast performs a screenshot operation on this game live broadcast interface, then as Figure 8 (b) shows, the captured game screen 115 can be obtained, and the one - key application button 114 is displayed above this captured game screen 115.

[0145] Based on the interface shown in Figure 8 (b), when the user who performs the capture operation clicks this one - key application button 114, in response to this click operation, the game live broadcast interface can be closed, or the game live broadcast interface can be minimized (i.e., shown in a small window), then the corresponding game client is opened, the target game account is logged in, and the aiming reticle setting interface corresponding to the target game account is displayed, that is, as Figure 8 (c) shows, this aiming reticle setting interface includes a first area 116 and a second area 117; among them, the first area 116 is used to display the configuration items (such as the style, color, size, transparency, etc. of the reticle) for configuring the second reticle of the target second game account; the second area 117 is used to display several configuration parameters corresponding to the selected configuration items.

[0146] At this time, the parameters corresponding to the first aiming reticle can be displayed in a selected state among the configuration parameters corresponding to each configuration item. For example, as Figure 8 (c) shows, the circle style in the style configuration item is displayed in a gray - filled state, indicating that the reticle style of the first aiming reticle 113 is the circle style.

[0147] Based on the above Figure 8 (c) When the player corresponding to the target game account does not need to adjust the parameters of the first aiming reticle, the confirmation control 118 can be clicked to update or generate the second reticle of the target game account based on the currently selected configuration parameters.

[0148] If the player corresponding to the target game account needs to adjust the parameters of the first aiming reticle, for example, based on Figure 8 (c), when the color configuration item in the configuration item is clicked, it can be as Figure 8As shown in (d), the color configuration parameters corresponding to the color configuration items are displayed in the second area 117, including: green, red, pink and blue, etc.; among them, the green configuration parameter is in a gray filling state, indicating that the center color of the first crosshair 113 is green. If the player is more accustomed to blue, the blue configuration parameter can be clicked. In response to the click operation, the following can be done: Figure 8 As shown in (e), the color parameter of the crosshair corresponding to the first crosshair 113 is adjusted from the green configuration parameter to the blue configuration parameter; at this time, if the remaining configuration items are no longer adjusted, the confirmation control 118 can be clicked to update or generate the second crosshair of the target game account; the updated or generated second crosshair is a blue circle-style crosshair.

[0149] In some optional implementations, after executing the above steps S310 to S320, first execute the following step S350, and then execute the above step S330.

[0150] Step S350: Display the crosshair setting interface corresponding to the target game account, and display at least one reference game screen in the crosshair setting interface; the reference game screen includes the captured game screen.

[0151] In this embodiment, the reference game screen is a captured game screen obtained by a capture operation performed in a historical time period.

[0152] That is, in this optional embodiment, after the captured game screen is obtained, the captured game screen can be saved to the local storage of the terminal device, or to a specific location (specific directory) of the game client; then, when logging in to the corresponding game client with the target game account and entering the crosshair setting interface, it can be loaded from the local storage of the terminal device, or automatically loaded from a specific location of the game client, and the above-mentioned captured game screen can be displayed. Then, in response to the first trigger operation for the captured game screen, the parameters of the first crosshair in the captured game screen are obtained, and based on the parameters of the first crosshair, the second crosshair of the target game account is updated or generated.

[0153] For example, when the game screen of the first game account in the game match is displayed in the spectator mode interface of the game client of the target game account, the captured game screen can be stored in a specific directory of the game client; after the target game account enters the crosshair setting interface, the above-mentioned captured game screen can be automatically loaded and displayed.

[0154] Alternatively, in a specific embodiment, when the game screen of the first game account in a game session is displayed in the video playback interface of a non-game client, the captured game screen can be stored locally on the terminal device. After the target game account enters the aiming reticle setting interface, the captured game screen stored locally can be manually loaded to be displayed in the aiming reticle setting interface.

[0155] It can be understood that in this embodiment, the first trigger operation on the captured game screen can be regarded as a selection operation on the captured game screen in the aiming reticle setting interface, which is used to select the captured game screen from multiple reference game screens.

[0156] Next, Figure 9 and a specific example are used to describe step S350 in detail.

[0157] As Figure 9 shown, Figure 9 (a) shows an example of a spectator mode interface. When a player performs a screenshot operation, the captured game screen 107 can be obtained as shown in Figure 9 (b). The captured game screen 107 includes a first aiming reticle 106. In addition, a save control 119 is displayed above the captured game screen 107. After the player performs a click operation on the save control 119, the captured game screen can be stored at a specific location in the game client. Alternatively, when the save control 119 is not displayed, it can be automatically saved without the player performing any other operations.

[0158] Furthermore, as shown in Figure 9 (c), when the player opens the corresponding game client and enters the aiming reticle setting interface, a quick setting control is displayed in the first area 116 of the aiming reticle setting interface. When the player clicks the quick setting control, multiple captured game screens (such as game screen 1, game screen 2,..., game screen n) can be automatically loaded and displayed in the second area 117. Among them, game screen 1 is the game screen captured by the player in Figure 9 (b).

[0159] Based on the aiming reticle setting interface shown in Figure 9 (c), if the player selects the captured game screen 1 and clicks the confirmation control 118, the game client can obtain the parameters of the first aiming reticle in the game screen 1 and update or generate the second aiming reticle of the target game account based on the parameters of the first aiming reticle.

[0160] In the above optional implementation, the player can decide by himself the time to update or generate the second aiming reticle of the target game account. For example, after capturing the game screen of the first game account, the player can continue to watch the game screen of the first game account and then enter the game client to set the second aiming reticle based on the captured game screen, without directly setting it after taking a screenshot or recording a video, thus improving the player's usage experience.

[0161] In an optional implementation, the display control method of the game provided by the present application may further include the following steps S360 to step S380.

[0162] Step S360: Display the account information of the first game account.

[0163] Step S370: In response to a capture operation on the account information of the first game account, obtain the captured account information.

[0164] Step S380: In response to a second trigger operation on the captured account information, obtain the parameters of the first aiming reticle set by the first game account, and update or generate the second aiming reticle of the target game account based on the parameters of the first aiming reticle.

[0165] That is, in this optional implementation, it is possible to take a screenshot or record a video of the account information of the first game account, and then, based on the captured or recorded account information, search for the parameters of the first aiming reticle set by the first game account, and update or generate the second aiming reticle of the target game account based on the parameters of the first aiming reticle.

[0166] In the embodiment of the present application, the above account information may be the account ID of the first game account. The account ID (Identification) is a string or digital string assigned by the game server when the player registers for the game, and is used to identify and track the player's activities, achievements, and social relationships in the game.

[0167] In practical applications, when a player watches the ongoing game process or game replay in the built-in spectator mode interface of the game client or other video playback platforms (such as game platform live services, e-sports event live broadcasts, video sharing websites, mobile game live broadcasts, cloud game spectator mode, and game communities and forums), after selecting the game screen of the first game account in the game round, the player can capture the account ID corresponding to the first game account, and then obtain the parameters of the first aiming reticle set by the first game account according to the account ID.

[0168] Alternatively, it is also possible to view the account ID of the first game account in places such as the social panel, leaderboard, and battle record page of the game, memorize or copy the account ID corresponding to the first game account, and then input the account ID in the crosshair setting interface corresponding to the target game account to search for the parameters of the first crosshair set by the first game account corresponding to the account ID.

[0169] For the same or similar concepts in this method, reference can be made to the previous description and will not be elaborated here.

[0170] Next, the specific implementation methods related to "obtaining the parameters of the first crosshair" in the above-described embodiments will be introduced.

[0171] In some alternative embodiments, "obtaining the parameters of the first crosshair" in step S330 above can be specifically obtained through the following exemplary methods:

[0172] Example 1: The first crosshair can be directly recognized from the captured game screen, and based on the recognized first crosshair, the parameters of the first crosshair can be determined.

[0173] Example 2: According to the target resolution of the game screen corresponding to the target game account, the captured game screen is scaled to obtain the processed captured game screen; based on the processed captured game screen, the parameters of the first crosshair are obtained.

[0174] Example 3: Identify the area where the first crosshair is located in the captured game screen, cut out the area where the recognized first crosshair is located to obtain a first crosshair image containing only the first crosshair, and then scale the cut first crosshair image according to the target resolution of the game screen corresponding to the target game account to obtain the scaled captured game screen; based on the scaled captured game screen, the parameters of the first crosshair are obtained.

[0175] It should be noted that compared with the above Example 1, the methods of Example 2 and Example 3 can improve the accuracy of the obtained parameters of the first crosshair.

[0176] Among them, for the above Example 2, it can be understood that since different players use different terminal devices, the resolution of the game screen of the first game account and the resolution of the game screen of the target game account may be different; or, even if the game clients of the first game account and the target game account use the same terminal device and the game resolution is the same, but when the player captures the game screen of the first game account, only half of the full screen of the terminal device or a partial area is captured, which will result in the resolution of the captured game screen being different from the target resolution corresponding to the target game account.

[0177] In the above case, the resolution of the first aiming reticle in the captured game screen is not unified with the resolution of the game screen of the target game account. If the parameters of the first aiming reticle with the original resolution are obtained and the second aiming reticle is set based on these parameters, the second aiming reticle may have the original resolution, resulting in a mismatch between the resolution of the second aiming reticle and the resolution of the game environment of the target game account, a difference in the size between the second aiming reticle and the first aiming reticle, and a poor visual experience for the player, etc.

[0178] Therefore, before obtaining the parameters of the first aiming reticle, the resolution of the captured game screen can be adjusted to be the same as the target resolution of the game screen corresponding to the target game account, and the parameters of the first aiming reticle (such as measuring the thickness and height of the first aiming reticle, identifying the style of the first aiming reticle, etc.) can be obtained based on the captured game screen with the target resolution, so as to improve the accuracy of the obtained parameters of the first aiming reticle.

[0179] Furthermore, for the above Example 3, it can be understood that when the player captures the game screen of the first game account, the subjectivity is relatively strong, and most of the interface content unrelated to the first aiming reticle may be captured. In this way, the recognition accuracy of the first aiming reticle will be reduced. Therefore, before obtaining the parameters of the first aiming reticle, the area where the first aiming reticle is located in the captured game screen can be cropped to obtain a first aiming reticle image that only contains the first aiming reticle, and then the cropped first aiming reticle image can be scaled according to the target resolution of the game screen corresponding to the target game account to obtain the captured game screen after cropping and scaling, and the parameters of the first aiming reticle can be obtained based on the captured game screen after cropping and scaling to improve the accuracy of the obtained parameters of the first aiming reticle.

[0180] Alternatively, in some other embodiments, the captured game screen can also be cropped to obtain only the part that contains the first aiming reticle, and then preprocessing operations such as grayscale conversion, binarization, and filtering denoising are performed on the image that contains the first aiming reticle to make the features of the first aiming reticle more obvious, and the parameters of the first aiming reticle are obtained based on the preprocessed captured game screen to improve the accuracy of the obtained first aiming reticle. This will not be elaborated here.

[0181] In some optional embodiments, as described above, the capture operation for the game screen can include a screenshot operation and / or a screen recording operation; when the capture operation is a screenshot operation, the captured game screen is an image file, and the process of obtaining the parameters of the first aiming reticle based on this image file will not be elaborated in this embodiment.

[0182] In this optional embodiment, the focus is on the case where the capture operation is a screen recording operation. When the capture operation is a screen recording operation, the captured game screen is a video file, that is, the captured game screen includes multiple frames of images. Based on this, "obtaining the parameters of the first aiming reticle according to the processed captured game screen" described in Example 2 above can be specifically implemented in the following manner:

[0183] In each frame of the processed captured game screen, obtain the first type of parameters corresponding to the first aiming reticle in each frame of the image; according to the first type of parameters corresponding to the first aiming reticle in each frame of the image, determine the second type of parameters corresponding to the processed captured game screen; determine the parameters of the first aiming reticle by using the first type of parameters and the second type of parameters.

[0184] That is, when the captured game screen is a video file, the second type of parameters corresponding to the continuous time series are further determined by the first type of parameters corresponding to each single frame image within the continuous time series. Then, both the first type of parameters and the second type of parameters are determined as the parameters of the first aiming reticle.

[0185] Among them, the first type of parameters is used to characterize the static features of the first aiming reticle in a single frame of the image; optionally, the first type of parameters may include but are not limited to at least one of the following: the position of the first aiming reticle, the style of the first aiming reticle, the size of the first aiming reticle, the color of the first aiming reticle, the transparency of the first aiming reticle.

[0186] The second type of parameters is used to characterize the dynamic change features of the first aiming reticle between multiple frames of the screen; optionally, the second type of parameters may include but are not limited to at least one of the following: the change parameters of the first aiming reticle when the player character controlled by the target game account moves or the virtual camera that shoots the virtual scene of the target game account moves, the change parameters of the first aiming reticle when the player character shoots a target object, the change parameters of the first aiming reticle when the player character uses different virtual weapons.

[0187] Among them, in the above different change situations, the change parameters of the first aiming reticle may include but are not limited to at least one of the following: position change parameters, movement speed parameters, style change parameters, size change parameters, color change parameters, transparency change parameters, etc.

[0188] From the image of the second aiming reticle in each frame, the first parameters of the second aiming reticle can be obtained. It can be to recognize the image of the second aiming reticle in each frame to obtain the style, size, color, and transparency of the second aiming reticle. For example, when recognizing the color, the image of the second aiming reticle can be preprocessed graphically first. The preprocessing includes color space conversion, smoothing filtering, and binarization or threshold segmentation. Then, the color features in the preprocessed image of the second aiming reticle are extracted, including histogram calculation, region detection, and color model matching. Among them, histogram calculation is to statistically calculate the pixel distribution of the entire image or the region of interest in a specific color space to form a color histogram as a feature vector. Region detection is to find the target region with similar colors by comparing histograms or using a clustering method based on color similarity. Color model matching is to use template matching or other distance measurement methods to compare the extracted features with known color samples to determine whether there is a matching item. The style, size, and transparency of the second aiming reticle can be realized by using the same principle as the method for recognizing the color of the second aiming reticle in the above formula.

[0189] In the embodiments of the present application, as Figure 10 shown, it is a schematic diagram of a partial process for obtaining the parameters of the first aiming reticle when the capture operation is a screen recording operation provided by the embodiments of the present application. As Figure 10 (a) shown, Figure 10 (a) is the game screen obtained by screen recording. First, the game screen video in Figure 10 (a) is read frame by frame. For example, the game screen video can be read frame by frame through a programming interface or specific video processing software (such as FFmpeg, OpenCV, etc.). Each frame of the game screen image obtained is as Figure 10 (b) shown. Among them, each frame of the game screen image can be sorted in chronological order to obtain an n-frame game screen image sequence, where n is a positive integer. If the recorded game screen video is compressed, the compressed game screen video data can be restored to the original pixel information through a programming interface or specific video processing software, such as decoding encoding formats such as H.264 and HEVC into image frames in pixel formats such as RGB or YUV.

[0190] Then, for Figure 10Preprocess each frame of the game screen image shown in (b), including preliminary processing of each frame of the game screen image to facilitate subsequent analysis and processing. The preliminary processing includes, but is not limited to: scaling, that is, adjusting the size of each frame of the game screen image to meet the requirements of subsequent processing, such as unifying the processing scale or reducing the computational complexity; grayscale conversion, that is, converting a color image into a grayscale image to simplify the image information; smoothing / noise reduction, that is, reducing the noise in the image by means of filtering and other means to improve the image quality; enhancement, that is, improving the contrast, brightness, saturation, etc. of the image, which helps to highlight the target features of interest, such as highlighting specific colors or shapes may be required. For each frame of the game screen image after preprocessing, perform color space conversion, such as from BGR to HSV, to facilitate the separation of the color features of the crosshair. Then use methods such as contour detection and edge detection to find the area containing the first crosshair, and label the identified area of the first crosshair. Finally, perform template matching or morphological operations on the labeled area of the first crosshair to locate the position of the first crosshair, and obtain the position of the first crosshair in each frame of the game screen image. After obtaining the position of the first crosshair, based on this position, further determine parameters such as the size, style, transparency, and color of the first aiming star in each frame of the game screen image.

[0191] And based on these parameters, further determine that when the player corresponding to the first game account is firing, hitting the target, being damaged, etc., there are special dynamic feedback changes in the first crosshair as dynamic effects according to the continuous time series; obtain the movement speed of the first crosshair on the screen when the player corresponding to the first game account moves the mouse or the handle, and obtain the sensitivity, including the sensitivity settings in the horizontal and vertical directions; obtain the adsorption / assist aiming parameters when the second crosshair of the player corresponding to the first game account approaches the target and automatically moves closer to the target to help novices hit the target more easily; obtain the display and adjustment of the first crosshair of the player corresponding to the first game account at different magnification ratios (such as a sniper scope) to obtain the view distance correlation adjustment parameters; obtain the change parameters of the first crosshair when the virtual character corresponding to the first game account moves or the camera moves (such as whether it remains absolutely centered or deviates from the center); obtain the change parameters of whether the first crosshair spreads when the virtual character controlled by the first game account shoots at the target object (such as the change of the edge position of the first crosshair); obtain the change parameters of whether the first crosshair changes when the player uses different virtual weapons.

[0192] In summary, the display control method for the game provided by the present application can obtain the parameters of the first aiming reticle based on the captured game screen containing the first aiming reticle of the first game account, and quickly assign the parameters of the first aiming reticle to the target game account, so that the target game account has a second aiming reticle with parameters matching those of the first aiming reticle. During this setting process, the player does not need to integrate the parameters of other players' aiming reticles, nor does the player need to select parameters from numerous preset aiming reticle schemes. Instead, the player can quickly set an aiming reticle suitable for their own aiming style according to the aiming reticle used by other players during the game, automating the aiming reticle setting process, simplifying the process of the player setting the aiming reticle, and improving the player experience.

[0193] In the existing aiming reticle setting methods, it is necessary to parameterize the aiming reticle that has been debugged by other players and then integrate it into the game to form a series of preset aiming reticle schemes, and select the aiming reticle parameters therein to overwrite one's own aiming reticle parameters. During the setting process, manual adjustment by the player is required. Therefore, the display control method for the game provided by the present application is more efficient for the reuse process of the aiming reticle.

[0194] In addition, for the player in the above existing method, the specific style of the aiming reticle and the effect presented on the graphical display interface during the game cannot be determined. However, the display control method for the game provided by the embodiments of the present application can directly obtain attributes such as the style, color, size, and dynamic effect of the aiming reticle in the game screen of the first game account displayed during the game session, and can also obtain the aiming situation of the first game account for the target object during the game, etc. This allows the player to more intuitively select the aiming reticle they are interested in and improves the player experience of the game.

[0195] Corresponding to the display control method for the game provided by the first embodiment of the present application, the present application also provides a display control device for the game, as Figure 11 shown, the display control device 2000 for the game includes: a display unit 2001, a capture unit 2002, and a setting unit 2003;

[0196] The display unit 2001 is configured to display the game screen of the first game account during the game session;

[0197] The capture unit 2002 is configured to obtain the captured game screen in response to a capture operation on the game screen, and the captured game screen includes a first aiming reticle set by the first game account;

[0198] The setting unit 2003 is configured to obtain the parameters of the first aiming reticle in response to a first trigger operation on the captured game screen, and update or generate a second aiming reticle of the target game account based on the parameters of the first aiming reticle.

[0199] Optionally, the display unit 2001 is specifically configured to display, in the spectator mode interface of the game client of the target game account, the game screen of the first game account in the game session from the first perspective, where the first perspective is the perspective of the first game account; or, in the video playback interface of a non-game client, display the game screen of the first game account in the game session from the first perspective.

[0200] Optionally, the setting unit 2003 is specifically configured to update or generate a second aiming reticle of the target game account in the aiming reticle setting interface of the game client of the target game account based on the parameters of the first aiming reticle.

[0201] Optionally, the capture operation includes: a screenshot operation, and / or, a screen recording operation.

[0202] Optionally, the setting unit 2003 is specifically configured to scale the captured game screen according to the target resolution of the game screen corresponding to the target game account to obtain the processed captured game screen; and obtain the parameters of the first aiming reticle according to the processed captured game screen.

[0203] Optionally, when the capture operation is a screen recording operation, the captured game screen includes multiple frames of images; the parameters of the first aiming reticle include first type parameters and second type parameters;

[0204] Optionally, the setting unit 2003 is specifically configured to obtain, in each frame of the processed captured game screen, the first type parameters respectively corresponding to the first aiming reticle in each frame of the image; the first type parameters are used to characterize the static features of the first aiming reticle in a single frame of the image; determine the second type parameters corresponding to the processed captured game screen according to the first type parameters respectively corresponding to the first aiming reticle in each frame of the image; the second type parameters are used to characterize the dynamic change features of the first aiming reticle between multiple frames of the screen; and determine the first type parameters and the second type parameters as the parameters of the first aiming reticle.

[0205] Optionally, the first type parameters include at least one of the following: the position of the first aiming reticle, the style of the first aiming reticle, the size of the first aiming reticle, the color of the first aiming reticle, the transparency of the first aiming reticle; the second type parameters include at least one of the following: the change parameters of the first aiming reticle when the player character controlled by the target game account moves or the virtual camera shooting the virtual scene of the target game account moves, the change parameters of the first aiming reticle when the player character shoots at a target object, the change parameters of the first aiming reticle when the player character uses different virtual weapons.

[0206] Optionally, the display unit 2001 is further configured to display a switching control associated with the captured game screen according to the capture operation.

[0207] Optionally, the first triggering operation includes a triggering operation on the switching control;

[0208] A setting unit 2003, specifically configured to obtain parameters of a first aiming reticle in response to a triggering operation on a switching control.

[0209] The setting unit 2003 is specifically configured to display an aiming reticle setting interface corresponding to a game client of a target game account according to a triggering operation on the switching control, and display a confirmation control in the aiming reticle setting interface; in response to a triggering operation on the confirmation control, update or generate a second aiming reticle of the target game account in the aiming reticle setting interface of the game client of the target game account based on the parameters of the first aiming reticle.

[0210] Optionally, the display unit 2001 is further configured to display the parameters of the first aiming reticle in the aiming reticle setting interface.

[0211] The above device 2000 further includes an adjustment unit 2004;

[0212] The adjustment unit 2004 is configured to update at least part of the parameters of the first aiming reticle in response to an adjustment operation to obtain the parameters of the updated first aiming reticle;

[0213] The setting unit 2003 is specifically configured to update or generate a second aiming reticle of the target game account in the aiming reticle setting interface of the game client of the target game account based on the updated parameters of the first aiming reticle in response to a triggering operation on the confirmation control.

[0214] Optionally, the display unit 2001 is further configured to display the aiming reticle setting interface corresponding to the target game account, and display at least one reference game screen in the aiming reticle setting interface; the reference game screen includes a captured game screen.

[0215] Optionally, the display unit 2001 is further configured to display the account information of the first game account;

[0216] The capture unit 2002 is further configured to obtain the captured account information in response to an account information capture operation on the first game account;

[0217] The setting unit 2003 is further configured to obtain the parameters of the first aiming reticle set by the first game account in response to a second triggering operation on the captured account information, and update or generate a second aiming reticle of the target game account based on the parameters of the first aiming reticle.

[0218] Corresponding to the game display control method provided in this application, the third embodiment of this application further provides an electronic device for implementing the game display control method. As Figure 12As shown, the electronic device 3000 includes: a processor 3001; and a memory 3002 for storing a program of a display control method for a game. After the device is powered on and runs the program of the display control method for the game through the processor, it can execute any one of the steps in the above game data processing method. For example, it can execute the following steps:

[0219] Display the game screen of the first game account in the game session;

[0220] In response to a capture operation on the game screen, obtain the captured game screen, and the captured game screen includes a first aiming reticle set by the first game account;

[0221] In response to a first trigger operation on the captured game screen, obtain the parameters of the first aiming reticle, and based on the parameters of the first aiming reticle, update or generate a second aiming reticle for the target game account.

[0222] Corresponding to the display control method for the game provided in this application, the fourth embodiment of this application provides a computer-readable storage medium storing a program of a control method for a robot. The program, when run by the processor, can execute any one of the steps in the above game data processing method. For example, it can execute the following steps:

[0223] Display the game screen of the first game account in the game session;

[0224] In response to a capture operation on the game screen, obtain the captured game screen, and the captured game screen includes a first aiming reticle set by the first game account;

[0225] In response to a first trigger operation on the captured game screen, obtain the parameters of the first aiming reticle, and based on the parameters of the first aiming reticle, update or generate a second aiming reticle for the target game account.

[0226] Corresponding to the display control method for the game provided in this application, this application also provides a computer program product. The program product includes: a computer program. The computer program is stored in a readable storage medium, and at least one processor of the electronic device can read the computer program from the readable storage medium, and the at least one processor executes the computer program to enable the electronic device to execute the technical solution corresponding to the display control method for the game in any of the above embodiments.

[0227] It should be noted that for the detailed descriptions of the device, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application, reference can be made to the relevant descriptions of the embodiments of the display control method for the game provided in this application, which will not be elaborated here.

[0228] Although the present application is disclosed above with preferred embodiments, it is not intended to limit the present application. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of the present application. Therefore, the protection scope of the present application should be subject to the scope defined by the claims of the present application.

[0229] In several embodiments provided by the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only illustrative. For example, the division of modules is only a logical function division. In actual implementation, there may be other division methods. For example, multiple modules can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections between each other can be through some interfaces. The indirect couplings or communication connections of devices or modules can be in electrical, mechanical or other forms.

[0230] The integrated modules implemented in the form of software function modules as described above can be stored in a computer-readable storage medium. The above software function modules stored in a storage medium include several instructions for causing an electronic device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to execute some steps of the methods described in various embodiments of the present application.

[0231] It should be understood that the above processor can be a central processing module (English: Central Processing Unit, abbreviated as: CPU), and can also be other general-purpose processors, digital signal processors (English: Digital Signal Processor, abbreviated as: DSP), application-specific integrated circuits (English: Application Specific Integrated Circuit, abbreviated as: ASIC), etc. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in combination with the invention can be directly embodied as being executed and completed by a hardware processor, or can be executed and completed by a combination of hardware and software modules in the processor.

[0232] The memory may include high-speed RAM memory, and may also include non-volatile storage NVM, such as at least one disk memory, and can also be a USB flash drive, a mobile hard disk, a read-only memory, a disk or an optical disc, etc.

[0233] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The bus can be divided into an address bus, a data bus, a control bus, etc. For the sake of convenience in representation, the buses in the drawings of this application are not limited to only one bus or one type of bus.

[0234] The above storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as a static random access memory (SRAM), an electrically erasable programmable read-only memory (EEPROM), an erasable programmable read-only memory (EPROM), a programmable read-only memory (PROM), a read-only memory (ROM), a magnetic memory, a flash memory, a magnetic disk, or an optical disk. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0235] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above method embodiments can be completed by hardware related to program instructions. The foregoing program can be stored in a computer-readable storage medium. When the program is executed, it executes the steps including the above method embodiments; and the foregoing storage medium includes: various media such as ROM, RAM, magnetic disks, or optical disks that can store program codes.

[0236] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them; although the present application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that they can still modify the technical solutions described in the foregoing embodiments, or perform equivalent replacements on some or all of the technical features; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the scope of the technical solutions of the embodiments of the present application.

Claims

1. A display control method for a game, characterized in that The method includes: Displaying the game screen of the first game account in the game session; In response to a capture operation on the game screen, obtaining the captured game screen, where the captured game screen includes a first aiming reticle set by the first game account; In response to a first trigger operation on the captured game screen, obtaining the parameters of the first aiming reticle, and based on the parameters of the first aiming reticle, updating or generating a second aiming reticle for the target game account.

2. The method according to claim 1, characterized in that, The step of displaying the game screen of the first game account in the game session includes: In the spectator mode interface of the game client of the target game account, displaying the game screen of the first game account in the game session through the first perspective, where the first perspective is the perspective of the first game account; Or, In the video playback interface of a non-game client, displaying the game screen of the first game account in the game session through the first perspective.

3. The method according to claim 1 or 2, characterized in that, The step of updating or generating a second aiming reticle for the target game account based on the parameters of the first aiming reticle includes: Based on the parameters of the first aiming reticle, updating or generating a second aiming reticle for the target game account in the aiming reticle setting interface of the game client of the target game account.

4. The method according to claim 1, wherein The step of obtaining the parameters of the first aiming reticle includes: According to the target resolution of the game screen corresponding to the target game account, performing a scaling process on the captured game screen to obtain the processed captured game screen; According to the processed captured game screen, obtaining the parameters of the first aiming reticle.

5. The method according to claim 4, characterized in that When the capture operation is a screen recording operation, the captured game screen includes multiple frames of images; the parameters of the first aiming reticle include first type parameters and second type parameters; The step of obtaining the parameters of the first aiming reticle according to the processed captured game screen includes: In each frame of the processed captured game screen, obtaining the first type parameters respectively corresponding to the first aiming reticle in each frame of the image; the first type parameters are used to characterize the static features of the first aiming reticle in a single frame of the image; According to the first type parameters respectively corresponding to the first aiming reticle in each frame of the image, determining the second type parameters corresponding to the processed captured game screen; the second type parameters are used to characterize the dynamic change features of the first aiming reticle between the multiple frames of the screen; Determining the first type parameters and the second type parameters as the parameters of the first aiming reticle.

6. The method according to claim 5, wherein The first type parameters include at least one of the following: the position of the first aiming reticle, the style of the first aiming reticle, the size of the first aiming reticle, the color of the first aiming reticle, the transparency of the first aiming reticle; The second type parameters include at least one of the following: the change parameters of the first aiming reticle when the player character controlled by the target game account moves or the virtual camera that shoots the virtual scene of the target game account moves, the change parameters of the first aiming reticle when the player character shoots a target object, the change parameters of the first aiming reticle when the player character uses different virtual weapons.

7. The method according to claim 3, characterized in that The method further includes: According to the capture operation, displaying a switching control associated with the captured game screen.

8. The method according to claim 7, characterized in that The first trigger operation includes a trigger operation for the switching control; The obtaining of the parameters of the first crosshair in response to the first trigger operation for the captured game screen includes: In response to the trigger operation for the switching control, obtaining the parameters of the first crosshair.

9. The method according to claim 8, characterized in that, The updating or generating of the second crosshair of the target game account in the crosshair setting interface of the game client of the target game account based on the parameters of the first crosshair includes: According to the trigger operation for the switching control, displaying the crosshair setting interface corresponding to the game client of the target game account, and displaying a confirmation control in the crosshair setting interface; In response to the trigger operation for the confirmation control, updating or generating the second crosshair of the target game account in the crosshair setting interface of the game client of the target game account based on the parameters of the first crosshair.

10. The method according to claim 9, wherein Before the updating or generating of the second crosshair of the target game account in the crosshair setting interface of the game client of the target game account in response to the trigger operation for the confirmation control based on the parameters of the first crosshair, the method further includes: Displaying the parameters of the first crosshair in the crosshair setting interface; In response to an adjustment operation, updating at least some of the parameters of the first crosshair to obtain the parameters of the updated first crosshair; The updating or generating of the second crosshair of the target game account in the crosshair setting interface of the game client of the target game account in response to the trigger operation for the confirmation control based on the parameters of the first crosshair includes: In response to the trigger operation for the confirmation control, updating or generating the second crosshair of the target game account in the crosshair setting interface of the game client of the target game account based on the parameters of the updated first crosshair.

11. The method according to claim 1, characterized in that, Before the obtaining of the parameters of the first crosshair in response to the first trigger operation for the captured game screen, the method further includes: Displaying the crosshair setting interface corresponding to the target game account, and displaying at least one reference game screen in the crosshair setting interface; the reference game screen includes the captured game screen.

12. The method according to claim 1, wherein The method further includes: Displaying the account information of the first game account; In response to the capture operation for the account information of the first game account, obtaining the captured account information; In response to the second trigger operation for the captured account information, obtaining the parameters of the first crosshair set by the first game account, and updating or generating the second crosshair of the target game account based on the parameters of the first crosshair.

13. A display control device for a game, characterized in that, The device includes: a display unit, a capture unit, and a setting unit; The display unit is configured to display the game screen of the first game account in the game session; The capture unit is configured to, in response to the capture operation for the game screen, obtain the captured game screen, and the captured game screen includes the first crosshair set by the first game account; The setting unit is configured to, in response to a first triggering operation on the captured game screen, obtain parameters of the first aiming reticle, and update or generate a second aiming reticle of the target game account based on the parameters of the first aiming reticle.

14. An electronic device, characterized in that, It includes: a processor; and a memory for storing a data processing program, and after the electronic device is powered on and runs the program through the processor, the method described in any one of claims 1-12 is executed.

15. A computer-readable storage medium, characterized in that, A data processing program is stored, and the program is run by the processor to execute the method described in any one of claims 1-12.