Gun line erecting method and device, storage medium and electronic equipment
By using graphical user interface and touch operations in FPS games to generate visual gun line ranges, the problem of players not being able to accurately communicate gun line positions is solved, and team collaboration efficiency and gaming experience are improved.
Patent Information
- Application Number
- CN202510417847.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-03
- Publication Date
- 2025-08-15
AI Technical Summary
In FPS games, players are unable to accurately convey gun line position, resulting in inefficient team collaboration, especially tactical disconnection in complex terrain or high-speed moving scenarios.
Provide a graphical user interface through the terminal device, including shooting sights and gun line range demarcation controls, generate setup information in response to touch operations, and send it to teammate terminal devices to display it visually.
It enables players to intuitively define and share the gun line range, reduces the communication costs between teammates, and improves team collaboration efficiency and gaming experience.
Smart Images

Figure CN120478957A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of game technology, and in particular to a method and device for setting up a gun line, a storage medium, and an electronic device. Background Art
[0002] In FPS (First-Person Shooter) esports games, team tactical coordination often relies on coordinated control of the range of the line of fire between players. "Setting up the line of fire," a key tactical action, requires players to predict enemy movement paths or block specific areas to provide fire support or breakout support for their teammates. However, existing technologies typically only allow players to communicate this range of fire to their teammates through voice or text messaging. This communication method has significant drawbacks: First, verbal descriptions make it difficult to accurately define the spatial location and range boundaries of the line of fire, which can easily lead to misunderstandings among teammates about the actual area of fire. Second, the lack of a real-time, dynamic visual feedback mechanism for the line of fire within the game scene prevents teammates from quickly and intuitively grasping the cover area set by the player setting up the line of fire. This makes tactical disjointedness particularly prone to occur in complex terrain or high-speed combat scenarios. These issues lead to inefficient team collaboration, hindering the immediacy and accuracy of tactical execution, and becoming a technical bottleneck that restricts the depth of game strategy.
[0003] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention
[0004] The purpose of the present invention is to provide a method and device for setting up a gun line, a storage medium, and an electronic device, thereby overcoming one or more problems caused by the limitations and defects of the relevant technology at least to a certain extent.
[0005] According to one aspect of the present disclosure, a method for erecting a gun line is provided, the method further comprising:
[0006] A graphical user interface is provided by a terminal device, wherein the graphical user interface displays a shooting crosshair; the graphical user interface includes at least a control for defining a firing line range, and the method includes:
[0007] In response to a touch operation on the gun line range demarcation control, determining a gun line range extending in at least one direction based on a shooting sight;
[0008] generating, in response to a termination instruction acting on the touch operation, erection information including the gun line range;
[0009] The setting information is sent to a teammate terminal device, so that the gun line range is displayed on the interface of the teammate terminal device in a first display style.
[0010] According to another aspect of the present disclosure,
[0011] A gun line installation device, comprising:
[0012] A graphical user interface for displaying a shooting sight and at least one gun line range demarcation control, the control device further comprising:
[0013] a first response module, configured to respond to a touch operation on the gun line range demarcation control and determine a gun line range extending in at least one direction based on a shooting sight;
[0014] a second response module, configured to respond to a termination instruction acting on the touch operation and generate setup information including the gun line range;
[0015] The information sending module is used to synchronize the setting information to the teammate terminal device, so that the gun line range is displayed in a visual form in the graphical user interface of the teammate terminal device.
[0016] According to another aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the method for erecting a gun line is implemented.
[0017] According to another aspect of the present disclosure, there is provided an electronic device, including:
[0018] processor, display device; and
[0019] a memory for storing executable instructions of the processor;
[0020] The processor is configured to perform the method for setting up a gun line by executing the executable instructions.
[0021] The present application provides a method for setting up a gun line. In response to a touch operation on the gun line range demarcation control, a gun line range extending in at least one direction based on the shooting crosshairs is determined; in response to a termination instruction on the touch operation, setting-up information containing the gun line range is generated; the setting-up information is sent to a teammate's terminal device, so that the gun line range is displayed in a first display style on the interface of the teammate's terminal device. The method for setting up a gun line in the present application enables players to accurately define and share the gun line range through a simple and intuitive interactive method, solving the technical problem of players being unable to accurately convey the gun line position in existing FPS games. By converting abstract voice descriptions into visual range identifiers, the communication cost between teammates is reduced, and the efficiency of team collaboration and the gaming experience are improved. At the same time, the method achieves intuitive presentation of information through computer graphical interface technology, solving the problem of inaccurate computer interaction in game scenes. BRIEF DESCRIPTION OF THE DRAWINGS
[0022] The above and other features and advantages of the present disclosure will become more apparent by describing in detail exemplary embodiments thereof with reference to the accompanying drawings. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort. In the accompanying drawings:
[0023] Figure 1 is a flow chart of a method for setting up a gun line in an exemplary embodiment of the present disclosure;
[0024] Figure 2 is a schematic diagram of a gun line range setting interface in an exemplary embodiment of the present disclosure;
[0025] Figure 3 It is a schematic diagram of a terminal device setting up a left-side gun-line interface in an exemplary embodiment of the present disclosure;
[0026] Figure 4 This is a schematic diagram of a terminal device setting up a left gun line and displayed on a teammate's terminal device interface in an exemplary embodiment of the present disclosure;
[0027] Figure 5 is a composition diagram of a gun line erection device in an exemplary embodiment of the present disclosure;
[0028] Figure 6 A schematic diagram of the structure of a computer-readable storage medium in an exemplary embodiment of the present disclosure;
[0029] Figure 7 FIG. 1 is a diagram showing the composition of an electronic device in an exemplary embodiment of the present disclosure. DETAILED DESCRIPTION
[0030] It should be noted that, in the absence of conflict, the embodiments and features of the embodiments in this application can be combined with each other. The present invention will be described in detail below with reference to the accompanying drawings and in combination with the embodiments.
[0031] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.
[0032] It should be noted that the information involved in this application (including but not limited to: information input by the user, for example, information entered by the user into the input box), data (including but not limited to data used for analysis, stored data, displayed data, etc., for example, context code, all codes of the current project, service pressure corresponding to operations on all codes of the current project, code development status of the current project) and signals are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards. For example, the context code, operations on all codes of the current project, and service pressure corresponding to the operations, code development status, etc. involved in this application are all obtained with full authorization.
[0033] It should be noted that the terms "first," "second," and the like in the specification and claims of the present invention and the accompanying drawings are used to distinguish similar objects and are not necessarily used to describe a particular order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate for the embodiments of the present invention described herein. In addition, the terms "including," "having," and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units that are not explicitly listed or that are inherent to these processes, methods, products, or apparatuses.
[0034] It should also be noted that the various triggering events disclosed in this specification can be preset, and different triggering events can trigger the execution of different functions.
[0035] In one embodiment of the present disclosure, a method for establishing a gun line can be executed on a terminal device or a server. The terminal device can be a local terminal device. When the method for establishing a gun line is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0036] In an optional embodiment, the cloud interaction system can run various cloud applications, such as cloud gaming. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In cloud gaming, the game program's execution and the game screen presentation are separate. Storage and execution, as part of a "gun line" approach, are performed on the cloud gaming server. The client device receives and transmits data and presents the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA. However, the terminal device performing the "gun line" approach is a cloud gaming server in the cloud. During game play, the player operates the client device to send operational instructions to the cloud gaming server. The cloud gaming server runs the game according to the operational instructions, encodes and compresses the game screen and other data, and returns it to the client device via the network. Finally, the client device decodes and outputs the game screen.
[0037] In an optional embodiment, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in various ways, for example, it can be rendered and displayed on the terminal display, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface including the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0038] In this embodiment, a method for setting up a gun line is provided. The method is executed by a terminal device, and the terminal device provides a graphical user interface (GUI) displaying a shooting crosshair. The GUI includes at least one control for defining a gun line range.
[0039] Among them, setting up a gun line is a professional term in tactical shooting games, which refers to the behavior of players fixing their positions and maintaining firepower coverage of a specific area, providing teammates with a safe passage or a tactical cooperation method of firepower support.
[0040] In an alternative implementation, establishing a gun line can be understood as a fire control zone established by a player from a tactical vantage point. Through continuous observation or intermittent fire, this zone effectively deters or effectively suppresses a specific area. For example, in a multi-story building, a player could establish a gun line from a second-floor window, monitoring the open area below and shooting at enemies attempting to cross it, while also providing safety for their teammates in the area.
[0041] In an alternative implementation, establishing a firing line not only represents a static defensive posture but can also be a crucial component of dynamic tactical coordination. For example, in an offensive strategy, a team could be divided into an assault group and a fire support group. The latter is responsible for establishing a firing line to cover the assault group's advance. When the assault group reaches a new position, they may switch positions and establish a firing line to support the original fire support group's relocation, thus forming a tactical rhythm of echeloned advancement.
[0042] In an optional implementation, establishing a line of fire has numerous tactical variations and specialized applications. For example, crossfire involves two or more players setting up lines of fire from different angles, covering the same area and forming an impenetrable web of fire. Blockade lines are preventative fire covering potential enemy retreat routes or reinforcement routes. Decoy lines are intentionally exposed fire points designed to draw enemy attention and create opportunities for teammates to flank or rear-end attacks. These variations make establishing a line of fire an extremely flexible and in-depth tactical element in tactical shooters.
[0043] The graphical user interface (GUI) is generated by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display. It can be a display screen interface of a terminal device. The GUI can present the entire game scene or only a portion of the game scene. The game scene includes multiple static virtual objects, specifically including the ground, mountains, rocks, vegetation, buildings, etc. When the game scene is relatively large, only a portion of the game scene is displayed on the GUI of the terminal device during the game. This exemplary embodiment is not limiting.
[0044] Figure 1 is a flow chart of a method for setting up a gun line according to an embodiment of the present disclosure, such as Figure 1 As shown, the process includes the following steps:
[0045] Step S101, in response to a touch operation on the gun line range demarcation control, determining a gun line range extending in at least one direction based on a shooting sight;
[0046] Step S102, generating, in response to a termination instruction acting on the touch operation, setting up information including the gun line range;
[0047] Step S103: Send the setup information to a teammate terminal device, so that the gun line range is displayed on the interface of the teammate terminal device in a first display style.
[0048] The method provided in this embodiment enables players to precisely define and share their gun line ranges through a simple and intuitive interactive method, resolving the technical issue in existing FPS games where players are unable to accurately communicate their gun line positions. By converting abstract spoken descriptions into visual range markers, this reduces communication costs between teammates, improving team collaboration efficiency and the gaming experience. Furthermore, this method utilizes computer graphical interface technology to enable intuitive information presentation, resolving the issue of inaccurate computer interaction in gaming scenarios.
[0049] like Figure 4 In an exemplary embodiment shown, a schematic diagram of a terminal device setting up a left gun line is presented on a teammate terminal device interface, the interface including a gun line range demarcation control 201, the gun line range demarcation control 201 is a control for the gun line range to be triggered and set on the teammate terminal device interface; 203B indicates the gun line range set up on the left side by the terminal device; 204B is the gun line range of the left gun line set up by the terminal device on the mini-map of the teammate terminal device; the gun setting mark 205 indicates that the virtual character has performed the gun setting operation for the teammate character.
[0050] In an optional embodiment, the range of the established gun line is optionally displayed immediately on the mini-map of the first player terminal device to provide tactical situation awareness; at the same time, the first player terminal device sends a gun line establishment information data packet to the second player terminal device through the game server, and after the second player terminal receives the above data packet, it parses the establishment information; renders the gun line range in the first display style on the main interface of the game; and synchronously (here it can also be replaced by asynchronous display of data with a certain degree of delay) displays the gun line range on the mini-map.
[0051] Among them, when the first player and the second player are in different positions, although they share the same gun line range information, there will be obvious differences in orientation on the mini-maps of their respective terminal devices. The gun line range information sent by the first player is based on the coordinate system of its own position and orientation. After it is transmitted to the second player's terminal, the system will automatically convert the coordinate system so that the gun line range seen by the second player on the mini-map is relative to its own position and orientation. When displayed on the first player's terminal, the gun line range is centered on itself, while on the second player's terminal, the system will calculate the relative orientation and add a direction indicator (such as an arrow or distance mark) to indicate the actual orientation and distance of the first player's gun line range. Optionally, in order to distinguish between one's own gun line and the gun line shared by teammates, the following display style differences are implemented (such as using different color markings, transparency, etc.). Through the differentiated design of the above-mentioned orientation and display style, this solution effectively solves the problem of identifying gun line information sharing in multi-player scenarios, and improves team collaboration efficiency and the accuracy of tactical decision-making.
[0052] The following is a detailed description of the above steps:
[0053] Step S101, in response to a touch operation on the gun line range demarcation control, determining a gun line range extending in at least one direction based on a shooting sight;
[0054] like Figure 2 A schematic diagram of a gun line range setting interface in an exemplary embodiment is shown, wherein the gun line range demarcation control 201 is an interface element in the game graphical user interface for users to interact to determine the gun line coverage area, and the shooting crosshairs 202 is a visual indicator in the game interface that indicates the player's current shooting direction and target position.
[0055] In an optional embodiment, a gun range demarcation control is a virtual interactive component specifically designed to assist players in defining their range. It is typically displayed in an appropriate location within the game interface, allowing players to quickly access and operate it. For example, the gun range demarcation control could be a set of buttons within the game interface, including a center area and left and right areas. Players can select different areas to operate based on tactical needs, thereby defining different gun range configurations.
[0056] In an optional embodiment, the gun range demarcation control can adopt various visual presentation forms to enhance user recognition and ease of operation. For example, the control can be designed as a semi-transparent floating panel displayed at the edge or bottom of the screen, containing clear visual cues such as arrow icons or range indicators to intuitively convey its function. Alternatively, it can be designed with military-style interface elements that match the game style, such as a virtual aiming assist device, to provide players with a stronger sense of immersion during operation.
[0057] In an optional embodiment, the gun range demarcation control can dynamically adjust its display state based on the game scene or state. For example, when the player is behind cover or stationary, the control may automatically appear or become more prominent, prompting the player that it is a good time to set up a gun range. When the player is moving quickly or engaged in intense combat, the control may become less prominent to avoid interfering with the player's combat operations, while still remaining readily available.
[0058] Among them, touch operation is the interactive behavior of users defining controls by touching the gun line range on the screen and performing operations such as sliding and dragging.
[0059] In an optional embodiment, touch controls involve a series of precise finger gestures performed on the mobile device screen using the control to define and adjust the range of the attack. For example, a player can press and hold the center area of the control and drag to the left and right sides simultaneously to achieve a symmetrical range expansion effect; or press and hold the left or right area of the control and drag in a single direction to achieve an asymmetrical range definition.
[0060] In an optional embodiment, touch controls can include multiple variations to accommodate different tactical needs and personal preferences. For example, in addition to basic press-and-drag controls, players can use two-finger touch to achieve more refined range adjustments, such as quickly adjusting the gun line width with a pinch-to-zoom gesture. Alternatively, a long press can trigger an advanced mode, allowing players to quickly switch between several preset gun line templates to adapt to different battlefield situations.
[0061] In an optional embodiment, the response mechanism for touch operations can be designed to be intelligent and intuitive. For example, the terminal device can automatically adjust the rate of expansion of the gun range based on the speed and direction of the player's drag. A fast drag will produce a wider coverage area, while a slow and precise drag allows the player to make subtle adjustments. Furthermore, the terminal device may provide appropriate tactile feedback or visual cues when the player performs a touch operation, enhancing the sense of certainty and precision of the operation.
[0062] In an optional embodiment, a shooting crosshair is a crucial aiming aid in FPS games, typically located in the center of the screen, accurately indicating the player's current weapon's firing direction and likely trajectory. For example, the shooting crosshair can appear in various shapes, such as a crosshair, a dot, or a ring. Different weapons may have different crosshair styles to reflect their accuracy and shooting characteristics. When aiming or using a scope, the crosshair may change to a more precise aiming mark.
[0063] In an alternative embodiment, the shooting crosshair isn't just a static visual element, but an interactive indicator that dynamically reflects the weapon's state and the player's actions. For example, when the player moves, jumps, or takes damage, the crosshair might expand to indicate decreased accuracy; with continuous firing, the crosshair might gradually expand to indicate accumulated recoil; and the crosshair might change color or form depending on the state, such as when a target is hit, providing immediate visual feedback.
[0064] In an optional embodiment, when the player begins to define the gun line range, the crosshairs may change slightly to indicate that the player is currently in the gun line setting mode; the expansion of the gun line range may start from the crosshairs position, and the relationship between the shooting coverage area and the crosshairs may be clearly indicated through visual lines or gradient effects, helping players to more intuitively understand and adjust the coverage range.
[0065] Among them, the gun line range is an area set by the player, indicating the spatial range in which the player is willing to provide fire cover or surveillance.
[0066] In an optional embodiment, the gun line is a virtual tactical coverage area that represents the spatial limits within which the player can provide effective fire support. It serves as a crucial visual information sharing element for teamwork. For example, the gun line can be represented as a translucent colored area extending forward from the player's current position, with the crosshairs as the center point and expanding in a fan-shaped or rectangular shape to either side. This clearly identifies the areas within the player's fire coverage, allowing teammates to determine safe routes to advance or dangerous areas requiring extra attention.
[0067] In an optional embodiment, the gun line scope can use a variety of visual effects to enhance its recognizability and information transmission efficiency in a battlefield environment. For example, the gun line scope can use different colors to distinguish the coverage areas set by different teammates, or use different patterns and opacities to indicate the density of firepower. Edge flash effects or dynamic ripples can be added to make it clearly identifiable even against complex backgrounds. Directional arrows can also be added to the scope to indicate the direction of expected enemy appearance or to recommend the best route for teammates.
[0068] In an optional implementation, the display of the gun line range can be dynamically adjusted based on the game environment and tactical requirements. For example, in open areas, the gun line range may appear as a long, straight area, suitable for long-range fire suppression; in complex indoor environments, the gun line range may be more concentrated with clearer boundaries, suitable for close-range, precise cover. The terminal device may automatically adjust the visual effects of the gun line range in different lighting conditions to ensure clear identification in any environment.
[0069] In a real-world gaming scenario, step S101 might be implemented as follows: In an FPS team-based competitive game, a squad of players is preparing to advance from a building toward another objective point. As the team's fire support role, Player A decides to provide cover for his teammates. Player A finds a high vantage point overlooking the open area his teammates are about to pass through. At this point, Player A activates the gun range demarcation control on the interface. The control appears semi-transparent on the right side of the screen and contains three interactive areas: a central, two-way expansion area and two unidirectional expansion areas on the left and right.
[0070] Player A first aligns the crosshairs with the center of an open area, then presses the center of the control and drags it to the sides. As the dragging continues, a fan-shaped, translucent blue area expands to the left and right, centered on the crosshairs, covering the dangerous area their teammates are about to pass through. Player A notices that a blind spot on the right, where an enemy ambush may lie, is not fully covered. So, Player A releases the center area, presses the right side of the control, and drags further to the right. The gun's range then extends further to the right, completely covering that blind spot.
[0071] Throughout the entire operation, the on-screen shooting crosshair remains centered in the player's field of view, serving as the reference point for the expansion of the firing range. Slight movements of the crosshair adjust the entire firing range accordingly, ensuring that the coverage area remains consistent with the player's actual aiming direction. This intuitive interaction allows Player A to precisely define the area they wish to provide covering fire, preparing for the upcoming team action.
[0072] Step S102, generating, in response to a termination instruction acting on the touch operation, setting up information including the gun line range;
[0073] The termination instruction of the touch operation is a behavioral signal of the user releasing the finger or performing a confirmation operation after completing the gun line range demarcation.
[0074] In an optional embodiment, the termination instruction for the touch operation is a confirmation signal sent to the terminal device after the player completes the definition of the gun line range, marking the transition from the temporary preview state to the official gun line setting. For example, the most common termination instruction is for the player to simply release their finger after completing the drag action, and the terminal device will freeze the currently displayed preview gun line range. Alternatively, the player can click a confirmation button on the interface or perform a specific gesture such as double-clicking the screen to clearly indicate that the current settings meet the requirements.
[0075] In an optional implementation, the termination command for a touch operation can include multiple layers of confirmation to prevent accidental operations and provide opportunities for fine-tuning. For example, when the player releases their finger for the first time, the terminal device may display a brief confirmation countdown or fine-tuning interface, allowing the player to adjust the gun range again before the change takes effect. Alternatively, a quick undo option may be provided, allowing the player to quickly recover from an accidental touch. A voice confirmation option can also be designed, allowing the player to finalize the setting with a voice command such as "Confirm gun range."
[0076] In an optional implementation, the termination command for touch operations can be intelligently linked to the game state, providing contextual confirmation methods. For example, in an emergency combat situation, the terminal device may simplify the confirmation process, requiring only a release to activate, allowing players to quickly engage in combat. During the strategic planning phase, a more explicit confirmation action may be required, such as long-pressing a confirmation button or selecting a specific tactical tag, to help the team better understand the intent and priority of line settings.
[0077] Among them, the setup information is a data set containing attributes such as the position, shape, and size of the gun line range, which is used to achieve visual display and team sharing of the gun line range in the game.
[0078] In an optional embodiment, setup information is a structured data packet containing all necessary parameters and attribute values to accurately describe the range of the gun line. This serves as the basis for terminal devices to visualize the gun line and share information between teams. For example, a complete setup information may include: the starting coordinates of the gun line (usually the player's current position), the center direction of the gun line (usually determined by the crosshairs), the left and right boundary angles or coordinates of the gun line, the coverage distance, the setup timestamp, the setup player's ID and character information, and other information.
[0079] In an optional embodiment, the emplacement information can include rich tactical metadata, describing not only the basic geometric characteristics of the gun line but also conveying more complex tactical intent and status information. For example, the emplacement information can include a gun line priority tag, indicating whether the area is a primary defense point or a secondary observation point; a timeliness parameter, indicating how long the gun line is expected to be maintained; a fire type identifier, indicating whether it uses sniper rifle precision fire or machine gun fire suppression; and even conditional triggering rules, such as "activate only when an enemy appears" or "automatically deactivate after a teammate passes."
[0080] In an actual game scenario, step S102 might be implemented as follows: Continuing with the previous scenario, when player A is satisfied with the set range, they release their finger from the control, triggering a command to terminate the touch operation. The terminal device immediately responds to this command, converting the temporarily previewed range into a formally effective tactical marker.
[0081] At this moment, the game engine performs a series of processing: first, the terminal device captures all the geometric parameters of the current gun line range, including the precise boundary data of the fan-shaped area extending to the left and right sides with player A's current position as the starting point and the direction of the crosshairs as the central axis; at the same time, it records player A's position coordinates, viewing direction, type of weapon used (such as a high-precision sniper rifle), current ammunition status, and the game timestamp when it was set.
[0082] This data is integrated into a structured setup information packet, and the terminal device immediately renders a translucent blue area locally, covering the corresponding area on the game screen, and adding Player A's character logo and weapon type icon. A confirmation prompt flashes briefly on the interface, stating that the "Range Range has been set," and a small range control panel appears at the edge of the screen, displaying the remaining effective time and a cancel option.
[0083] On the minimap, the corresponding area is marked with a pre-set color sector, clearly indicating friendly fire coverage. The terminal automatically calculates the effective range and possible fire density within this gun line, adjusting the intensity of the visual effect. The longer-range portion is slightly more transparent, indicating less firepower, while the closer portion is more vivid, indicating more concentrated firepower. At this point, the generation of the emplacement information is complete, and the terminal is ready to transmit this data to teammates' devices.
[0084] Step S103: Send the setup information to a teammate terminal device, so that the gun line range is displayed on the interface of the teammate terminal device in a first display style.
[0085] Among them, the teammate terminal device is a computer, mobile phone, tablet computer or other gaming device used by other players in the same team as the player who sets the gun line range.
[0086] In an optional embodiment, teammate terminals are various electronic devices used by other game players who belong to the same tactical unit as the player setting up the line of fire. They are responsible for receiving, processing, and displaying line of fire information, and serve as information terminals for team collaboration. For example, teammate terminals can be smartphones, tablets, personal computers, or game consoles running the same game client. These devices maintain real-time data synchronization with the server and other player devices via the game's built-in network communication protocols, ensuring that all team members have timely access to critical tactical information.
[0087] In an optional implementation, the hardware and software environments of teammates' terminal devices may vary, requiring optimization and adaptation based on the characteristics of each device. For example, for a high-performance gaming PC, a complete high-precision gunline data packet can be transmitted and complex visual effects rendered; whereas for a lower-performance mobile device, the data structure and rendering effects may need to be simplified to ensure a smooth gaming experience. The display ratio and level of detail of the gunline range will also be dynamically adjusted based on the screen size and resolution of different devices to ensure that key information can be clearly identified even on small screens.
[0088] In an optional implementation, teammates can confirm the received gun line information through their own devices and send status feedback such as "received" or "followed"; they can mark the planned movement route on their own devices to form a visual tactical coordination with the gun line range; they can even request the player who set up the gun line to adjust the coverage range and send adjustment suggestions through simple interface operations, such as "please extend the gun line to the left" or "please prioritize covering the northeast corner" and other specific requests.
[0089] Among them, the first display style is a visual representation of the gun line range on the teammate's terminal device interface, with specific visual characteristics such as color, transparency, and boundary effects.
[0090] In an optional embodiment, the first display style is a visual representation of the gun line range optimized for teammates' perspectives, designed to provide clear, intuitive information presentation without interfering with normal gameplay. For example, on a teammate's screen, the gun line range may appear as a translucent blue sector with a bright outline around the edges for enhanced visibility. The region may have subtle directional textures to indicate the source of fire and the intensity of coverage. The color may vary based on distance and expected firepower density, with more saturated colors at close range and gradually faded at longer distances. The ID or character portrait of the teammate who set the gun line will also be labeled to facilitate quick identification of the source of the information.
[0091] In an optional embodiment, the first display style can dynamically adjust its visual characteristics based on the game environment and combat situation to provide optimal information communication. For example, in brightly lit game scenes, the terminal device may increase the contrast and brightness of the edge of the gun line range to ensure that it remains visible under strong light. In chaotic combat environments, it may add a flickering or pulsating effect to improve attention capture. When multiple teammates set the gun line range simultaneously, different colors or patterns are automatically assigned to avoid visual confusion. The transparency can also be intelligently adjusted based on the player's viewing distance, gradually decreasing as the player approaches the gun line area to reduce visual interference.
[0092] In an optional embodiment, the first display style can provide tiered visual cues based on tactical importance and timeliness. For example, a newly established line of sight might initially flash brightly for a few seconds to draw teammates' immediate attention; a line of sight that remains for an extended period might gradually decrease in visual prominence to minimize disruption to the normal game field of view; a line of sight that is about to expire or be canceled might display a countdown or fade effect to alert teammates of impending tactical changes; and when a teammate enters the line of sight, additional visual or audio cues might be added to the edge of their field of view to reinforce a sense of security and teamwork.
[0093] In a real-world game scenario, step S103 might proceed as follows: After player A completes the gun line range setting and generates the setup information, the game system immediately sends this data packet via the game server to the terminals of all other players on the same team (assuming players B, C, and D). Data transmission uses a high-priority channel to ensure that critical tactical information arrives quickly, typically within a few hundred milliseconds.
[0094] When players B, C, and D's devices receive the setup information, their respective game clients immediately render the gun range visuals on the game interface based on their local display settings. On their screens, a translucent blue sector appears at the corresponding location on the map, expanding outward from player A's position to cover the previously defined danger zone. This sector is outlined with a bright blue outline, making it clearly visible even in complex game environments.
[0095] A small character icon of Player A and the type of weapon used (a sniper rifle icon) are displayed within the area to help teammates understand the nature of the fire support. The fire coverage area is also visible on the minimap, allowing teammates to understand the location of the fire coverage even if they are not directly facing the area. The terminal device also briefly displays a notification in the upper right corner of the teammate's interface: "Player A has set fire coverage - Northeast Square" and plays a brief sound effect.
[0096] At this moment, Player B, preparing to cross an open area, sees a blue gun line covering his planned route and immediately understands that Player A will provide covering fire. Using the Quick Communication feature, he sends an "acknowledge" signal and begins advancing along the gun line, knowing that any enemy within it will become a target for Player A. The gun line display facilitates this complex tactical coordination without requiring detailed voice communication, significantly improving the team's operational efficiency and responsiveness.
[0097] The method provided in this embodiment enables players to quickly define and share gun line ranges through intuitive touch interaction, solving the technical problem of the lack of precise visualization tools for team collaboration in traditional FPS games. By converting abstract tactical intentions into concrete and visible interface elements, this method significantly reduces the time and complexity of gun line strategic communication between teammates, allowing players to achieve precise tactical coordination even when voice communication is impossible. This innovative interaction mechanism not only enhances the game's tactical depth and team collaboration experience, but also solves the technical challenges of visualizing and sharing tactical information in real time in computer games through an optimized information transmission mechanism, bringing a significant experience improvement to the team play of FPS games.
[0098] In an optional embodiment, the gun line range demarcation control includes a mirrored touch area, and determining the gun line range extending in at least one direction based on the shooting crosshairs further includes the following steps:
[0099] Step S10101, responding to a touch operation on the mirror touch area, wherein the touch operation includes a click or a long press operation;
[0100] Step S10102: Determine a preset first range symmetrically distributed on both sides of the shooting crosshairs with the shooting crosshairs as the center as the gun line range.
[0101] The following is a detailed description of the above steps:
[0102] Step S10101: responding to a touch operation on the mirror touch area, wherein the touch operation includes a click or a long press operation.
[0103] The mirrored touch area is a specific interactive area within the gun line range delineation control that receives user touch commands and triggers the generation of symmetrical gun line ranges. As part of the graphical user interface, the mirrored touch area is designed to recognize and respond to user touch commands such as clicks and long presses, enabling rapid and symmetrical gun line range delineation.
[0104] In an optional embodiment, the mirrored touch area is typically located in the center of the range control, making it easier for users to intuitively understand that its function is to generate a symmetrical range around the crosshairs. For example, in the functional area on the right side of the game interface, there is a circular range control. The center area of this control is specially marked (such as a different color or pattern) to indicate that it is the mirrored touch area. Players only need to click or long press this area to activate the symmetrical range function.
[0105] In an optional embodiment, a touch operation involves a user clicking or long-pressing a mirrored touch area on a touchscreen, which is a way for the user to issue a command to the terminal device. For example, if a player needs to provide cover fire for a teammate during a game, they can quickly click the mirrored touch area once, or long-press the area if continuous cover fire is required. The terminal device will then respond and prepare to generate a symmetrically distributed firing range.
[0106] Step S10102: Determine a preset first range symmetrically distributed on both sides of the shooting crosshairs with the shooting crosshairs as the center as the gun line range.
[0107] The shooting crosshair is a graphical indicator in the game interface that represents the player's current aiming position and serves as the reference point for the gun range. As the most fundamental aiming tool in FPS games, the shooting crosshair is typically displayed in the center of the screen or in an adjustable position based on the game settings. It marks the starting direction of the player's weapon trajectory when firing.
[0108] In an alternative embodiment, the shooting crosshair can be a crosshair, dot, or other specific shaped graphic symbol that accurately indicates the player's current aiming position. For example, in the game screen, when the player is facing a building, the crosshair in the center of the screen will point to a specific location on the building. This crosshair position will become the center point of the subsequent shooting range.
[0109] The "preset first range" refers to the size of a spatial area pre-set by the terminal device, extending symmetrically from the shooting crosshairs. This preset first range can be appropriately set based on game balance, weapon characteristics, or scenario characteristics, ensuring that the generated firing range effectively covers the tactical requirements without excessively impacting game balance.
[0110] In an optional embodiment, the preset first range can be a fixed value, such as extending 15 degrees to the left and right of the crosshairs, for a total of 30 degrees. Alternatively, the value can be dynamically adjusted based on the weapon type, such as creating a narrower range for rifles and a wider range for shotguns. For example, when a player uses an AK-47 rifle and triggers the mirrored touch area, the terminal device automatically generates a 24-degree fan-shaped range centered on the crosshairs, extending 12 degrees to the left and right, for a total of 24 degrees.
[0111] Symmetrical distribution means that the gun's line of sight is evenly distributed on both sides of the shooting crosshairs, maintaining the same angle, distance, or coverage area. This design concept is based on the practical need for teammates to evenly distribute firepower on both sides of the target in most conventional fire covering scenarios.
[0112] In an alternative embodiment, the symmetrical distribution can be a sector, rectangle, or other geometric shape, but the core feature is that it extends evenly from the crosshairs to either side. For example, when setting up a fire net for teammates in a city street scene, a player can tap the mirrored touch area to generate a sector centered on the crosshairs (aimed at the street corner) extending 10 meters to the left and right. This allows teammates to clearly know where they should move to receive cover.
[0113] In a specific application scenario, Player A, as the team's firepower, is responsible for providing covering fire for his teammates on the "Desert Point 2" map. When his teammates need to cross an open area, Player A needs to indicate the range within which he can provide covering fire. Player A first aligns the crosshairs with the center of the open area and then taps the mirrored touch area in the gun range control on the right side of the interface. In response to this touch, a 30-degree fan-shaped area is generated, symmetrically expanding to the left and right, with Player A's current shooting crosshairs as the center point.
[0114] This sector is displayed as a translucent green area on the game interface, and a corresponding marker is also displayed on the teammate's minimap. Upon seeing this marker, teammates immediately understand that this is a safe area where Player A can provide cover fire, and they adjust their movement routes to ensure they remain within this area. Because Player A has selected mirrored touch control, the generated gun line range is completely symmetrical on both sides of the crosshair, allowing teammates to move more freely within the area without having to worry about insufficient firepower on one side.
[0115] In another scenario, a player is setting up a defensive line along a corridor in the "Nuclear Power Plant" map, needing to provide a precise fire support zone for an attacking teammate. The player aligns the crosshairs with the corridor's midpoint and presses the mirrored touch area for about one second. This generates a rectangular zone centered on the crosshairs and extending symmetrically to the sides, covering the entire width of the corridor. This allows teammates to clearly see the boundaries of the safe zone as they advance, allowing them to plan their attack routes and rhythm.
[0116] In an optional embodiment, the gun line range demarcation control includes a single-sided touch area, and determining the gun line range extending in at least one direction based on the shooting crosshairs further includes the following steps:
[0117] Step S10110: In response to the sliding operation of the unilateral touch area, a preset second range extending in a unilateral direction with the shooting sight as the center is determined as the gun line range.
[0118] The method provided in this embodiment enables players to accurately control the unilateral expansion direction and range of the gun line range through intuitive sliding operations, thereby improving the accuracy and flexibility of tactical arrangements in the game, reducing communication costs in team collaboration, and enriching the tactical coordination possibilities of the game. It solves the technical problem of traditional FPS games that it is difficult to intuitively express the intention of fire coverage in a specific direction.
[0119] like Figure 3 The diagram shows a schematic diagram of a terminal device setting up a left gun line interface in an exemplary embodiment. The interface includes a gun line range demarcation control 201. The gun line range demarcation control 201 is currently presented as setting up the left gun line; 203A represents the left gun line range; 204A is the gun line range indicated on the minimap.
[0120] The following is a detailed description of the above steps:
[0121] The single-sided touch area is a specific interactive area within the range-delimiting control that receives user swipe gestures and triggers the generation of a one-way range. As part of the graphical user interface, the single-sided touch area allows users to specify the direction and size of the range expansion through swiping, enabling more refined tactical planning.
[0122] In an optional embodiment, the single-sided touch area is generally located in the outer part of the gun line range demarcation control, which can be the left and right sides or the top and bottom areas, and the user can start the sliding operation from these areas. For example, in the functional area on the right side of the game, the gun line range demarcation control is designed as a circular area, and the left, right, top and bottom sides of the control each have a special mark (such as an arrow or a different color) area, indicating that these are single-sided touch areas, and the player can start sliding from these areas to specify the gun line range in the corresponding direction.
[0123] A swipe action is a continuous touch action where a user starts from a single touch area on the touchscreen and moves their finger in a specific direction. Unlike a tap or long press, a swipe action includes information in both direction and distance, more accurately conveying the user's intended direction, shape, and size.
[0124] In an alternative embodiment, the sliding operation can be a linear slide from the edge of the control outward. The direction of the slide indicates the direction of the range expansion, and the distance of the slide may affect the size of the range. For example, if the player notices enemy activity on the right side, they can start from the right touch area of the control, which is defined as the range, and slide their finger to the right to generate a range that expands to the right. The longer the slide distance, the larger the range.
[0125] The shooting crosshair is a graphical indicator in the game interface that indicates the player's current aiming position and serves as the reference point for the gun range. In FPS games, the shooting crosshair plays a key role in determining the player's shooting direction. It is typically displayed in the center of the screen or in a position that can be adjusted based on the game settings.
[0126] In an optional embodiment, the shooting crosshairs can be displayed in various forms, such as a crosshair, a dot, or a circular shape. Different forms may correspond to different weapon types or aiming precisions. For example, a player using a sniper rifle might have a fine crosshair, while a shotgun might have a larger circular crosshair. These crosshair positions will serve as the center point for subsequently demarcating the firing range.
[0127] Unilateral means the gun's range extends only to one side of the crosshairs (left, right, up, or down), rather than simultaneously in multiple directions. This unilateral design takes into account common tactical needs for one-way fire coverage, such as shielding teammates passing from one side or providing suppressive fire against enemies in a specific direction.
[0128] In an alternative embodiment, the unilateral direction can be horizontal (left or right) or vertical (up or down), depending on the direction of the player's swipe operation. For example, in the "Power Station" map, when a player needs to cover a teammate passing through the left passage, they can swipe left from the left unilateral touch area to generate a gun line range that expands to the left of the crosshairs.
[0129] The preset second range refers to the size of a unilaterally expanded spatial area pre-set by the terminal device and determined based on the direction of the user's sliding operation. The preset second range can be a fixed value or dynamically adjusted based on game balance, weapon characteristics, sliding distance, or scene characteristics.
[0130] In an optional embodiment, the preset second range can be represented by a sector, rectangle, or other geometric shape extending from the crosshair position in a specified direction. For example, when a player uses a light machine gun to provide covering fire for teammates in the "Desert" map, swiping right from the right touch area generates a sector extending 30 degrees to the right from the crosshair position, covering a virtual distance of 50 meters in the game.
[0131] In this specific scenario, Player C, the team's sniper, is responsible for controlling a key passage on the "Highland" map. Due to terrain restrictions, enemies can only enter Player C's field of view from the right side of the passage, and teammates need to clearly understand the specific range within which Player C can provide firepower. Player C first aligns the crosshairs at the entrance to the passage, then swipes rightward from the right touch area on the right side of the interface to define the range. This swipe generates a sector-shaped area centered on Player C's current crosshair position and expanding to the right.
[0132] In an optional embodiment, the mirrored touch area includes an operating area within a preset range in the center of the control. The method provided by this embodiment enables players to perform mirrored touch operations through the centralized operating area in the center of the control, improving the convenience and intuitiveness of user interaction, reducing the distance finger travels during operation, and lowering the rate of accidental touches of controls. It also optimizes the space utilization efficiency of the gun line range demarcation control, resolving the technical contradiction between the limited space and complex functional requirements of the mobile touch interface.
[0133] "Centered in the center of the control" means the mirrored touch area is located in the center of the control's spatial layout, rather than at the edge or corner. This central positioning design concept is based on human visual attention and touch habits, allowing users to find and operate this area more naturally.
[0134] In an optional embodiment, the center of a control refers to the area near the geometric center or visual center of the control defined by the gun line range, typically representing the center portion of the control's overall shape (e.g., a circle, square, or other geometric shape). For example, for a circular control defined by the gun line range, its mirrored touch area may be a circular area located at the center of the circle with a radius of approximately 1 / 3 of the radius of the entire control; while for a square control, the mirrored touch area may be a small square area located at the center with a side length of approximately half the length of the entire control.
[0135] The preset operating area refers to a predefined area of specific size and shape for user touch interaction. The design of the preset area must balance the dual requirements of facilitating accurate touch control while minimizing the need for excessive interface space.
[0136] In an optional embodiment, the preset range can be a fixed-size geometric area, such as a circular area with a diameter of 1 cm or a square area with a side length of 0.8 cm; or it can be a relative area that dynamically adjusts based on the device screen size, such as a central area that occupies 25% of the total control area. For example, in a mobile FPS game, the mirrored touch area is designed as a prominent circular button located in the center of the control defined by the gun line range on the right side of the screen. Its diameter is 1 cm and it occupies 30% of the total control area. Special visual effects (such as a glowing edge or different color) are used to clearly distinguish it from the control.
[0137] The operation area refers to the interface area where users can trigger a response from the terminal device through interactive methods such as clicking and long pressing. The design of the operation area includes not only its spatial location and size, but also its visual representation and feedback mechanism to ensure that users can clearly identify and accurately operate this area.
[0138] In an optional embodiment, the control area may have a special visual design, such as a color, texture, or pattern that is different from the rest of the control, and may even include an indicative icon (such as a double-arrow icon, indicating mirror expansion). For example, in the "Wilderness" map game scene, players can see that the gun line range demarcation control on the right side of the screen is a translucent circular area with a prominent white circular control area with a double-arrow icon in the center. When the player's finger touches this central control area, it immediately produces slight visual feedback (such as a darker color or slight enlargement), indicating that the player has accurately triggered the mirror touch area.
[0139] In this specific scenario, player D is serving as fire support on a high platform in the "Factory" map. Upon observing multiple teammates crossing an open area, player D needs to quickly inform them of the safe area they can cover. The player aims their crosshairs at the center of the open area and notices the gun range demarcation control on the right side of the screen. The center of the circle is clearly visible, with a double-headed arrow icon displayed within it.
[0140] The player understands this as a mirrored touch area and taps the center. The device immediately responds, generating a fan-shaped range of fire that expands symmetrically to the left and right, centered around the player's current crosshair position, covering most of the open area. This operation is fast and intuitive; players don't need to perform complex swipes or multiple taps; simply tap the preset control area in the center of the control to quickly set the symmetrical range of fire.
[0141] After seeing this line of fire on their own interface, their teammates immediately adjusted their movements, quickly crossing the open area along the safe zone. Throughout this process, Player D successfully conveyed complex tactical information with a simple click in the central area, demonstrating the efficiency and intuitiveness of the central preset operation area design.
[0142] In an optional embodiment, the unilateral dragging area includes operating areas located on the left and right sides or the top and bottom sides of the control. The method provided by this embodiment allows players to select the direction of gun line expansion through intuitive spatial position correspondence, improving the intuitiveness and accuracy of direction selection, reducing operational complexity and learning costs, and enriching the expression of tactical instructions, solving the technical problem of quickly and accurately specifying directional tactical intentions on mobile devices.
[0143] The unilateral drag zone is an interactive area within the range definition control that receives user drag operations and generates a unidirectional extension of the range. The unilateral drag zone is designed to allow users to intuitively select the direction of range expansion and define the coverage area by dragging.
[0144] In an optional embodiment, the unilateral drag zone can be multiple directional operation zones arranged around the periphery of the gun line range demarcation control, each zone corresponding to a primary expansion direction. For example, within a circular gun line range demarcation control, four semicircular or fan-shaped unilateral drag zones may be set at the left, right, top, and bottom edges of the circle. Each zone has a visual indicator (such as an arrow or gradient color) indicating the corresponding direction. When a user starts dragging from any zone, the terminal device will generate a gun line range that expands in the corresponding direction.
[0145] The left and right sides or top and bottom sides of a control refer to the spatial layout of the dragged areas on the gun line range control, which follows the principle of directional correspondence. That is, the left area of the control corresponds to leftward expansion, the right area corresponds to rightward expansion, and so on. This intuitive directional mapping relationship helps users quickly understand and use the control functions.
[0146] In an alternative embodiment, the left and right sides of a control may refer to the horizontal ends of a circular control, or the left and right edges of a rectangular control; while the top and bottom sides may refer to the vertical ends or edges of a control. For example, in a square control for defining a range, a semicircular control area with a left-pointing arrow may be located in the center of the left edge. Drag-and-drop from this area will expand the range to the left. Similarly, similar control areas may be located on the right, top, and bottom edges, corresponding to different expansion directions.
[0147] The operation area refers to the interface area where users can interact with the terminal device through touch gestures (such as clicking and dragging). The design of the operation area not only includes its location and size, but also includes visual representation, interactive feedback, and other aspects to ensure that users can easily identify and accurately operate.
[0148] In an optional embodiment, the operation area may be identified by visual elements such as color, pattern, or icon to enhance its recognizability. For example, the left operation area may be a translucent blue area with a left arrow icon; the right operation area may be a translucent green area with a right arrow icon. When the user's finger touches these areas, they will generate appropriate visual feedback (such as brightness change or slight enlargement) to prompt the user that the corresponding operation area has been accurately triggered.
[0149] In this specific scenario, player E is serving as the team's fire support in the "Desert Fortress" map. Upon noticing an enemy approaching from the right passage, player E needs to indicate the danger zone they will control to their teammates. Player E aims their crosshairs at the passage entrance and checks the gun range demarcation controls on the right side of the screen. They notice an area with a right-arrow icon to the right of the controls.
[0150] Player E touches the right control area with their finger and drags it to the right. As the drag distance increases, a fan-shaped range of fire is generated in real time, starting from the crosshair position and expanding to the right. The expansion angle adjusts with the drag distance. When the drag reaches a satisfactory coverage, the player releases their finger to confirm and fix the range of fire.
[0151] All teammates now see this rightward-expanding gunline displayed on their UIs. They immediately understand that Player E will control the right lane and adjust their positions accordingly, avoiding that area or establishing tactical positions on its edge. Throughout this process, Player E successfully communicates his tactical intent of "I will control the right zone" with a simple, intuitive, and directional drag operation, eliminating the need for complex voice communication and improving the efficiency and precision of tactical deployment.
[0152] In another scenario, players in the "High-Rise" map need to control a stairwell. Since the staircase is arranged in an up-and-down configuration, players need to indicate to their teammates that they will be covering the area above the stairs. The player aims their crosshairs at the middle of the staircase and then begins dragging upwards in the upper area of the range control. This creates an upward-expanding range that precisely covers the upper half of the staircase. Seeing this instruction, teammates automatically understand that they should control the lower half, forming a tacit tactical coordination.
[0153] In an optional embodiment, the termination instruction in response to the touch operation includes at least one of the following: responsive to the touch operation ending on the graphical user interface; responsive to a preset confirmation operation control on the graphical user interface being triggered; responsive to the touch operation duration exceeding a first preset threshold. The method provided in this embodiment allows players to confirm gun range settings in a variety of intuitive and customary ways, improving operational flexibility and adaptability, reducing the risk of misoperation, and optimizing game flow consistency, resolving the technical issue of quickly and accurately confirming complex operations in mobile touch interfaces.
[0154] In one embodiment, the setting of the line range can be terminated by ending the touch control on the graphical user interface. Specifically, when the user completes a touch operation such as sliding or tapping on the touchscreen of the terminal device and then lifts their finger off the screen, the touch end event is detected, automatically triggering a termination command, and completing the setting of the line range. This implementation is intuitive and aligns with the user's natural operating habits, without requiring additional learning curves.
[0155] In another embodiment, the setting of the gun line range can be terminated in response to a preset confirmation control on the graphical user interface being triggered. In this implementation, a dedicated confirmation button or other graphical control is provided on the interface. After the user completes drawing the gun line range, they need to click the confirmation control to confirm the setting. This method allows the user to preview and fine-tune the gun line range before officially confirming the setting, improving the accuracy and controllability of the operation.
[0156] In another embodiment, the line range setting can be automatically terminated in response to a touch operation duration exceeding a first preset threshold. In this implementation, if the user's touch operation duration reaches or exceeds a preset time threshold (for example, 3 seconds), the user is automatically determined to have completed the setting, triggering a termination instruction. This approach is suitable for scenarios requiring fine-tuning of the line range, allowing the user to continue adjusting until they are satisfied within a certain period of time.
[0157] In practice, multiple termination triggering methods can be supported simultaneously to accommodate different user habits and gaming scenarios. For example, a user can terminate a setting by lifting their finger or clicking a confirmation button. Alternatively, the setting will automatically terminate if the touch continues for a preset time, ensuring operational flexibility and fault tolerance.
[0158] The first preset threshold can be dynamically adjusted based on the specific game type and user group characteristics. For example, in a fast-paced shooting game, the threshold can be set shorter (such as 1.5 seconds), while in a strategy game, the threshold can be set longer (such as 5 seconds) to meet the operational requirements of different scenarios.
[0159] In an optional embodiment, the content displayed on the graphical user interface includes at least a portion or all of the game scene; and after the response to the termination instruction acting on the touch operation, the following steps are further included:
[0160] Step S200, in response to the virtual character controlled by the terminal device adjusting the position or orientation of the virtual character within a preset time period, wherein the start timing moment of the preset time period is the time when the termination instruction of the touch operation is initiated; the gun line range remains unchanged; or
[0161] Step S210: In response to adjusting the viewing angle of the game scene and keeping the position and orientation of the virtual character controlled by the terminal device unchanged, the gun line range remains unchanged.
[0162] According to one embodiment of the present invention, in a game scene displayed on a graphical user interface, a user controls the behavior of a virtual character through a terminal device. The setting of the gun range is closely related to the virtual character's position and orientation, as well as the field of view of the game scene. After responding to a termination command, the following interaction mechanism is provided to enhance the user experience.
[0163] In step S200, the position or orientation of the virtual character is allowed to be adjusted within a preset time period, while the gun line range remains unchanged. Specifically, after the user completes the gun line range setting and triggers the termination command, a timer begins. Within the preset time period (for example, 5 seconds), the user can adjust the position or orientation of the virtual character using conventional character control methods (such as a virtual joystick, directional keys, etc.), while the previously set gun line range remains unchanged and fixed to the same position in the game scene. This mechanism allows the user to quickly adjust their character to a tactically advantageous position after setting the gun line range, while maintaining firepower coverage of the set area.
[0164] In step S210, in response to adjusting the viewing angle of the game scene, the position and orientation of the avatar remain unchanged, while the range of the gun is maintained. Under this mechanism, the user can change the viewing angle of the game scene by adjusting the camera angle (e.g., zooming in, zooming out, rotating, etc.) to better observe the battlefield situation or identify potential threats, while the position and orientation of the avatar and the set range of the gun remain unchanged. This mechanism is suitable for scenarios that require battlefield reconnaissance while maintaining established tactical deployments.
[0165] The above two steps can be implemented separately or in combination to provide a more flexible gaming experience. For example, the user can adjust both the position and orientation of the avatar and the field of view of the game scene within a preset duration, while the gun range remains unchanged until the preset duration expires or the user performs other specific operations.
[0166] In practice, the start time of the preset duration is defined as the moment the touch operation terminates. This ensures consistent and predictable behavior. For example, if the user terminates the range setting by lifting their finger, the preset duration begins when the finger leaves the screen; if the user terminates the setting by pressing the confirmation button, the duration begins when the confirmation button is pressed.
[0167] In an optional implementation manner, the preset duration is determined in at least one of the following ways:
[0168] Dynamically adjust according to the scene type of the game scene;
[0169] Adaptive calculation based on historical operation data of the virtual character controlled by the terminal device;
[0170] The time setting is based on the preset input of the terminal device.
[0171] There are multiple implementation options for determining the preset duration to accommodate different gaming scenarios and user needs.
[0172] In the first implementation, the preset duration is dynamically adjusted based on the type of game scene. Specifically, different types of game scenes may have different tactical characteristics and operational rhythms, and therefore require different preset durations. For example, in an open field scene, character movement and field of view adjustment may require more time, so a longer preset duration (such as 8 seconds) can be set; while in a small indoor scene, operations are usually more compact, so a shorter preset duration (such as 3 seconds) can be set.
[0173] In the second implementation, the preset duration is adaptively calculated based on the historical operational data of the virtual character controlled by the terminal device. This approach analyzes the user's past operational habits and patterns to provide a personalized preset duration for each user. For example, if it is detected that the user typically adjusts the character's position quickly after setting the gun line range, a shorter preset duration may be set for that user; conversely, if the user tends to make lengthy adjustments to the character's position after setting the range, a longer preset duration may be set.
[0174] In the third implementation, the preset duration is determined based on the time settings preset by the terminal device. This method allows users to directly specify the preset duration through the game settings interface, providing maximum user autonomy. Based on their operating habits and gaming style, users can select a preset duration from predefined options (e.g., "short," "medium," and "long" correspond to 3 seconds, 5 seconds, and 8 seconds), or directly enter a specific value in seconds.
[0175] In practice, these three preset duration determination methods can be combined to form a comprehensive duration determination mechanism. For example, a default value could be provided based on the scenario type, then fine-tuned based on the user's historical operation data, and finally allowed to be overridden through the user settings interface. This multi-layered determination approach considers both the objective requirements of the game scenario and the user's subjective preferences, providing a better gaming experience.
[0176] In an optional embodiment, the first display mode includes one or more of the following:
[0177] In the game scene, a space area corresponding to the gun line range is covered with a first color block;
[0178] Mark the boundary position of the gun line range with a dynamic marker line on the minimap;
[0179] Characterizing the central intensity distribution of the gun line range by using preset special effects;
[0180] The gun-holding mark of the virtual character controlled by the terminal device is displayed, and the gun-holding mark indicates that the virtual character has performed the gun-holding operation for a teammate character.
[0181] In one embodiment, the first display style can be achieved by covering the spatial area corresponding to the gun line range in the game scene with a first color block. Based on the determined gun line range, a semi-transparent color block overlay is generated in the three-dimensional game scene. This color block is typically a bright and easily recognizable color, such as red, blue, or green, so that teammates can intuitively determine the boundary between safe and dangerous areas.
[0182] The transparency of the color blocks can be set between 30% and 70%, ensuring a clear view of the game while maintaining a clear visual experience. The edges of the color blocks can be set to a gradient effect for a more natural transition. When multiple players are simultaneously setting up their weapons, different colors can be used to distinguish their respective lines of fire, enhancing visual differentiation.
[0183] In another embodiment, the first display style can be achieved by marking the boundary position of the gun line range with a dynamic marker line on the mini-map. The boundary of the gun line range is projected onto the mini-map of the game to form a closed or semi-closed marker line.
[0184] These markers can feature dynamic effects like flashing and pulsating to enhance their visibility on the minimap. The thickness of the markers automatically adjusts based on the game interface size and minimap scale, typically set to 1%-3% of the minimap size. When the player's perspective or position changes, the markers on the minimap update in real time to ensure accurate information.
[0185] In another embodiment, the first display mode may use a preset special effect to represent the intensity distribution at the center of the gun line range. An intensity distribution model is calculated based on the central axis of the gun line, and a higher intensity special effect is displayed in the center area, with the intensity of the special effect gradually decreasing as the distance from the center increases.
[0186] These effects can include particle effects, beam effects, or heatmap effects. For example, a dense array of light spots can appear in the center of a line of fire, gradually thinning outwards. Alternatively, a heatmap-style display can appear red in the center, fading to orange, yellow, and finally disappearing. This display method can intuitively demonstrate the distribution of the line of fire's power, helping teammates determine the best movement path.
[0187] In yet another embodiment, the first display style may be implemented by displaying a gun-holding mark of a virtual character controlled by the terminal device, where the gun-holding mark indicates that the virtual character has performed a gun-holding operation for a teammate character.
[0188] Specifically, when a player cocks a gun, a special gun-cockpit icon or logo will appear above or near their avatar's head. This logo can be a small gun icon with a gun cockpit symbol, or a unique in-game symbol. The logo can be set to move with the character and can be enhanced with effects such as halos and flashes.
[0189] Teammates can quickly identify which players are providing fire support by observing this icon in the game scene, facilitating appropriate tactical coordination. The icon can also display information such as remaining gun mount time or ammunition level, providing more comprehensive tactical reference.
[0190] In practice, these display methods can be used individually or in combination based on game scenario requirements and player preferences to provide optimal visual feedback. Players can also customize their preferred display method based on game settings, further personalizing the gaming experience.
[0191] In an optional embodiment, in response to a close command, the display of the gun line range is terminated and the gun line range demarcation control is restored to its initial state. The close command can be triggered by: a preset close control triggering operation, or a virtual character executing a shooting operation under control of the terminal device. Providing two methods for triggering the close command accommodates different gaming scenarios and player operating habits.
[0192] In one embodiment, the player can issue a close command by triggering a preset close control. The preset close control can be a dedicated button on the game interface, usually located near the gun line range demarcation control or a fixed position on the game interface.
[0193] A close control can be designed as a small button with an "×" symbol, or with a clear text prompt. Players can trigger this control by clicking, touching, or using the corresponding keyboard / controller button. To improve the accuracy of the operation, the response area of the close control is usually designed to be slightly larger than the visual display by 10%-20%, to avoid trigger failure due to inaccurate operation.
[0194] In addition, it can also provide a function that automatically shuts off by pressing and holding the gun button for more than 3 seconds, providing players with another convenient operation method.
[0195] In another embodiment, when the player's avatar performs a shooting operation, the closing command will be automatically triggered. This design is based on the mutual exclusivity of gun-holding and shooting in the game logic. When the player needs to shoot, it is generally no longer necessary to maintain the gun-holding state.
[0196] In specific implementation, the player's shooting operation input is monitored, including but not limited to mouse clicks, touch screen clicks, button presses, or controller trigger presses. Once a valid shooting operation is detected, the response process of the close command is immediately executed.
[0197] To prevent accidental shutdowns caused by accidental triggering, a short confirmation window (usually 0.1-0.3 seconds) can be set. Only when the shooting operation is confirmed to be valid within this time window will the shutdown command be triggered. In addition, a game setting option can be provided, allowing players to choose whether to enable the "automatically close the gun when shooting" function.
[0198] In practice, these two closing methods complement each other, satisfying both active control needs and providing automated processing that aligns with game logic, enhancing the fluidity and intuitiveness of gameplay. Furthermore, the trigger sensitivity and response speed of the closing command can be continuously optimized based on player usage data analysis, enhancing the user experience.
[0199] In an optional embodiment, after responding to the touch operation acting on the gun line range demarcation control and determining the gun line range extending in at least one direction based on the shooting sight, it also includes: the gun line range is displayed on the graphical user interface in a second display style.
[0200] Specifically, after the gun line range is determined based on the user's touch operation, a second display style, different from the first, is used to display the gun line range so that the player can clearly perceive its boundaries and coverage area. This second display style is intended to convey the spatial distribution of the gun line range to the user in a more clear manner, thereby helping the player better grasp the timing and angle of the shot.
[0201] In a preferred embodiment, once the gun line range is determined, it is immediately displayed on the game interface in a second display style. Compared to the first display style, the second display style may have a different color, transparency, shape, or animation effect to ensure that users can quickly distinguish different types of information prompts during the game.
[0202] In an optional embodiment, the second display mode includes one or more of the following:
[0203] In the game scene, a space area corresponding to the gun line range is covered with a second color block;
[0204] Mark the boundary position of the gun line range with a dynamic marker line on the minimap;
[0205] The central intensity distribution of the gun line range is characterized by a preset special effect.
[0206] The first implementation method is to cover the spatial area corresponding to the gun line range in the game scene with a second color block. Within the three-dimensional space of the game scene, a second color block, different from the first display style, is formed and covered over the spatial area corresponding to the determined gun line range. For example, if the first display style uses red, the second display style might use a contrasting color such as blue, green, or yellow.
[0207] The transparency of the color blocks can be dynamically adjusted based on the complexity of the game scene, ensuring that the boundaries of the gun line range can be clearly identified under different lighting conditions and background environments. In addition, the color blocks may fade in and out over time to avoid blocking the player's vision for a long time while ensuring that the player can perceive the existence of the gun line range.
[0208] The second implementation method is to mark the boundaries of the gun range with dynamic markers on the minimap. In many shooting games, a minimap is often included to display a bird's-eye view of the player's surroundings. In this implementation method, the boundaries of the gun range are marked with dynamic markers on this minimap.
[0209] Specifically, the gun line range in three-dimensional space is projected onto the two-dimensional mini-map, with specially designed marker lines drawn at the boundaries. These marker lines may flash, pulsate, or otherwise animate to attract the player's attention. The marker lines can be colored to contrast with other in-game elements to ensure clear identification on the mini-map.
[0210] When the gun line range changes, the dynamic marker line on the minimap will also update in real time to accurately reflect the current state of the gun line range. This implementation method allows players to quickly obtain the spatial distribution information of the gun line range through the minimap without interrupting the current perspective.
[0211] The third implementation method uses preset special effects to represent the intensity distribution at the center of the gun line. In this implementation, preset special visual effects are used to represent the "intensity distribution" at different locations within the gun line. "Intensity distribution" here can be understood as the degree of gun line influence or the importance of attention.
[0212] Specifically, visual effects may be displayed more intensely or densely in the center of the gun line, while sparser or fainter effects may be displayed in the edge areas. These effects may include particle effects, halos, energy ripples, or other visual elements to intuitively express the importance of different locations within the gun line.
[0213] For example, in the center of the gun line range, dense energy particles or a brighter halo effect may appear; as the distance from the center increases, the density and brightness of the special effect gradually decreases until it is almost invisible at the edge. This gradient effect not only clearly identifies the coverage area of the gun line range, but also conveys the importance of different positions within the range to the player, helping players make more accurate tactical decisions.
[0214] Through the above three implementation methods, used individually or in combination, the spatial distribution of the gun line range can be clearly presented to the player in a second display style, enhancing the intuitiveness and immersion of the gaming experience, while providing important tactical information to assist players in the game.
[0215] This exemplary embodiment also discloses a gun line installation device. Figure 5 FIG. 1 is a diagram showing the composition of a gun line device in an exemplary embodiment of the present disclosure. Figure 5 As shown, the device includes:
[0216] A graphical user interface for displaying a shooting sight and at least one gun line range demarcation control, the control device further comprising:
[0217] a first response module, configured to respond to a touch operation on the gun line range demarcation control and determine a gun line range extending in at least one direction based on a shooting sight;
[0218] a second response module, configured to respond to a termination instruction acting on the touch operation and generate setup information including the gun line range;
[0219] The information sending module is used to synchronize the setting information to the teammate terminal device, so that the gun line range is displayed in a visual form in the graphical user interface of the teammate terminal device.
[0220] Optionally, the device further comprises:
[0221] The gun line range definition control includes a mirror touch area, and determining the gun line range extending in at least one direction based on the shooting sight further includes:
[0222] In response to a touch operation on the mirror touch area, wherein the touch operation includes a click or a long press operation; a preset first range symmetrically distributed on both sides of the shooting crosshairs with the shooting crosshairs as the center is determined as the gun line range.
[0223] Optionally, the device further comprises:
[0224] The gun line range definition control includes a single-sided touch area, and determining the gun line range extending in at least one direction based on the shooting sight further includes:
[0225] In response to the sliding operation of the unilateral touch area, a preset second range extending in a unilateral direction with the shooting sight as the center is determined to be the gun line range.
[0226] Optionally, the device further comprises:
[0227] The mirror touch area includes an operating area within a preset range located in the center of the control.
[0228] Optionally, the device further comprises:
[0229] The one-side drag area includes operation areas located on the left and right sides or the upper and lower sides of the control.
[0230] Optionally, the device further comprises:
[0231] The termination instruction in response to the touch operation includes at least one of the following:
[0232] ending the touch control on the graphical user interface in response to the touch control operation;
[0233] In response to a confirmation operation control preset on the graphical user interface being triggered;
[0234] In response to the touch operation duration exceeding a first preset threshold.
[0235] Optionally, the device further comprises:
[0236] The content displayed by the graphical user interface includes at least a part or all of the game scene; after the termination instruction acting on the touch operation is responded to, the method further includes:
[0237] In response to the virtual character controlled by the terminal device adjusting the position or orientation of the virtual character within a preset time period, wherein the start timing moment of the preset time period is the time when the termination instruction of the touch operation is initiated; the gun line range remains unchanged; or
[0238] In response to adjusting the viewing angle of the game scene and keeping the position and orientation of the virtual character controlled by the terminal device unchanged, the gun line range remains unchanged.
[0239] Optionally, the device further comprises:
[0240] The method for determining the preset duration includes at least one of the following:
[0241] Dynamically adjust according to the scene type of the game scene;
[0242] Adaptive calculation based on historical operation data of the virtual character controlled by the terminal device;
[0243] The time setting is based on the preset input of the terminal device.
[0244] Optionally, the device further includes: the first display style display includes one or more of the following:
[0245] In the game scene, a space area corresponding to the gun line range is covered with a first color block;
[0246] Mark the boundary position of the gun line range with a dynamic marker line on the minimap;
[0247] Characterizing the central intensity distribution of the gun line range by using preset special effects;
[0248] The gun-holding mark of the virtual character controlled by the terminal device is displayed, and the gun-holding mark indicates that the virtual character has performed the gun-holding operation for a teammate character.
[0249] Optionally, the device further comprises: in response to a closing instruction, terminating the display of the gun line range and restoring the gun line range demarcation control to an initial state;
[0250] The triggering method of the closing instruction includes: responding to a triggering operation of a preset closing control, or responding to a virtual character performing a shooting operation in response to a control operation of the terminal device.
[0251] Optionally, the device further comprises: after determining the gun line range extending in at least one direction based on the shooting sight in response to the touch operation on the gun line range demarcation control, further comprising:
[0252] The gun line range is displayed on the graphical user interface in a second display style.
[0253] Optionally, the device further includes: the second display style display includes one or more of the following:
[0254] In the game scene, a space area corresponding to the gun line range is covered with a second color block;
[0255] Mark the boundary position of the gun line range with a dynamic marker line on the minimap;
[0256] The central intensity distribution of the gun line range is characterized by a preset special effect.
[0257] According to an embodiment of the present disclosure, a device for setting up a gun line allows players to accurately define and share gun line ranges through a simple and intuitive interactive method, resolving the technical issue in existing FPS games where players are unable to accurately communicate gun line positions. By converting abstract voice descriptions into visual range markers, communication costs between teammates are reduced, improving team collaboration efficiency and the gaming experience. Furthermore, this method utilizes computer graphical interface technology to achieve intuitive information presentation, resolving the issue of inaccurate computer interaction in gaming scenarios.
[0258] The specific details of each module unit in the above embodiment have been described in detail in the corresponding display control method. In addition, the display control device also includes other unit modules corresponding to the display control method, so they will not be repeated here.
[0259] It should be noted that although several modules or units of the device for action execution are mentioned in the detailed description above, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be concretized in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be concretized.
[0260] Figure 6 FIG. 1 is a schematic diagram of a computer-readable storage medium in an exemplary embodiment of the present disclosure. Figure 6 As shown, a program product 1100 according to an embodiment of the present disclosure is described, on which a computer program is stored. In an optional embodiment, when the computer program is executed by a processor, the specific steps of the above-mentioned method for setting up the gun line are implemented.
[0261] Through one of the computer-readable storage media of the embodiments of the present disclosure, a computer program is stored thereon, and when the computer program is executed by the processor, the method steps of the above-mentioned method for setting up the gun line are implemented. The method for setting up the gun line of the present application allows players to accurately define and share the gun line range through a simple and intuitive interactive method, solving the technical problem that players in existing FPS games cannot accurately convey the position of the gun line. By converting abstract voice descriptions into visual range identifiers, the communication cost between teammates is reduced, and the team collaboration efficiency and game experience are improved. At the same time, the method realizes the intuitive presentation of information through computer graphical interface technology, solving the problem of inaccurate computer interaction of information transmission in game scenes.
[0262] A computer-readable storage medium may include a data signal propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable storage medium may transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0263] The program code contained in the computer-readable storage medium can be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, radio frequency, etc., or any suitable combination of the foregoing.
[0264] The following combination Figure 7 The electronic device 1000 in this exemplary embodiment is described. The electronic device 1000 is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0265] See also Figure 7 As shown, electronic device 1000 is implemented as a general-purpose computing device. Components of electronic device 1000 may include, but are not limited to, at least one processor 1010, at least one memory 1020, a bus 1030 connecting various system components (including processor 1010 and memory 1020), and a display unit 1040.
[0266] Among them, the memory 1020 stores program code, and the program code can be executed by the processor 1010, so that the processor 1010 implements the method steps of the above-mentioned method for setting up the gun line when executing. The use of the method for setting up the gun line of the present application allows players to accurately define and share the gun line range through a simple and intuitive interactive method, solving the technical problem that players in existing FPS games cannot accurately convey the position of the gun line. By converting abstract voice descriptions into visual range identifiers, the communication cost between teammates is reduced, and the team collaboration efficiency and game experience are improved. At the same time, the method realizes the intuitive presentation of information through computer graphical interface technology, solving the problem of inaccurate computer interaction of information transmission in game scenes.
[0267] The electronic device may further include: a power supply component configured to manage power for executing the electronic device; a wired or wireless network interface configured to connect the electronic device to the network; and an input / output (I / O) interface. The electronic device may operate based on an operating system stored in the memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD, or the like.
[0268] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes a number of instructions to enable a computing device (which can be a personal computer, a server, an electronic device, or a network device, etc.) to execute the method according to the embodiments of the present invention.
[0269] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.
[0270] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes can be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A method for setting up a gun line, characterized in that: A graphical user interface is provided by a terminal device, wherein the graphical user interface displays a shooting crosshair; the graphical user interface includes at least a control for defining a firing line range, and the method includes: In response to a touch operation on the gun line range demarcation control, determining a gun line range extending in at least one direction based on a shooting sight; generating, in response to a termination instruction acting on the touch operation, erection information including the gun line range; The setting information is sent to a teammate terminal device, so that the gun line range is displayed on the interface of the teammate terminal device in a first display style.
2. The method according to claim 1, characterized in that The gun line range definition control includes a mirror touch area, and determining the gun line range extending in at least one direction based on the shooting sight further includes: In response to a touch operation on the mirror touch area, wherein the touch operation includes a click or a long press operation; a preset first range symmetrically distributed on both sides of the shooting crosshairs with the shooting crosshairs as the center is determined as the gun line range.
3. The method according to claim 1, characterized in that The gun line range definition control includes a single-sided touch area, and determining the gun line range extending in at least one direction based on the shooting sight further includes: In response to the sliding operation of the unilateral touch area, a preset second range extending in a unilateral direction with the shooting sight as the center is determined to be the gun line range.
4. The method according to claim 2, characterized in that The mirror touch area includes an operating area within a preset range located in the center of the control.
5. The method according to claim 3, characterized in that The one-side drag area includes operation areas located on the left and right sides or the upper and lower sides of the control.
6. The method according to claim 1, characterized in that The termination instruction in response to the touch operation includes at least one of the following: ending the touch control on the graphical user interface in response to the touch control operation; In response to a confirmation operation control preset on the graphical user interface being triggered; In response to the touch operation duration exceeding a first preset threshold.
7. The method according to claim 1, characterized in that The content displayed by the graphical user interface includes at least a part or all of the game scene; after the termination instruction acting on the touch operation is responded to, the method further includes: In response to the virtual character controlled by the terminal device adjusting the position or orientation of the virtual character within a preset time period, wherein the start timing moment of the preset time period is the time when the termination instruction of the touch operation is initiated; the gun line range remains unchanged; or In response to adjusting the viewing angle of the game scene and keeping the position and orientation of the virtual character controlled by the terminal device unchanged, the gun line range remains unchanged.
8. The method according to claim 7, characterized in that The method for determining the preset duration includes at least one of the following: Dynamically adjust according to the scene type of the game scene; Adaptive calculation based on historical operation data of the virtual character controlled by the terminal device; The time setting is based on the preset input of the terminal device.
9. The method according to claim 1, characterized in that The first display style includes one or more of the following: In the game scene, a space area corresponding to the gun line range is covered with a first color block; Mark the boundary position of the gun line range with a dynamic marker line on the minimap; Characterizing the central intensity distribution of the gun line range by using preset special effects; The gun-holding mark of the virtual character controlled by the terminal device is displayed, and the gun-holding mark indicates that the virtual character has performed the gun-holding operation for the teammate character.
10. The method according to claim 1, characterized in that Also includes: In response to a close instruction, terminating the display of the gun line range and restoring the gun line range demarcation control to an initial state; The triggering method of the closing instruction includes: responding to a triggering operation of a preset closing control, or responding to a virtual character performing a shooting operation in response to a control operation of the terminal device.
11. The method according to claim 1, wherein After responding to the touch operation on the gun line range demarcation control and determining the gun line range extending in at least one direction based on the shooting sight, the method further includes: The gun line range is displayed on the graphical user interface in a second display style.
12. The method according to claim 11, characterized in that The second display mode includes one or more of the following: In the game scene, a space area corresponding to the gun line range is covered with a second color block; Mark the boundary position of the gun line range with a dynamic marker line on the minimap; The central intensity distribution of the gun line range is characterized by a preset special effect.
13. A gun line installation device, comprising: A graphical user interface for displaying a shooting sight and at least one gun line range demarcation control, the control device further comprising: a first response module, configured to respond to a touch operation on the gun line range demarcation control and determine a gun line range extending in at least one direction based on a shooting sight; a second response module, configured to respond to a termination instruction acting on the touch operation and generate setup information including the gun line range; The information sending module is used to synchronize the setting information to the teammate terminal device, so that the gun line range is displayed in a visual form in the graphical user interface of the teammate terminal device.
14. An electronic device, characterized in that: include: a memory for storing executable program code; The processor calls the program code in the memory to execute the steps of the method according to any one of claims 1 to 12.
15. A computer-readable storage medium, characterized in that A computer program is stored, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 12 are implemented.