Game front sight mark prompting method and device, electronic equipment and storage medium
By dynamically adjusting the shape indicators of cover and the crosshair indicator displayed in the shooting game interface, the problem of ineffective display of ballistic obstruction was solved, enabling players to receive intuitive feedback before shooting and improving the transparency of game information and the accuracy of tactical decisions.
Patent Information
- Application Number
- CN202511526432.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-10-23
- Publication Date
- 2026-02-17
AI Technical Summary
In third-person shooter games, the player's perspective and the character's perspective are not the same, which makes it impossible to effectively display the obstruction of bullet trajectories. Players can only realize that the bullet trajectory is obstructed after firing, causing unnecessary exposure and mistakes.
By displaying shape icons corresponding to cover that may obstruct the ballistic trajectory on the game interface, and dynamically adjusting the position and display status of the shape icons and crosshair icons according to the spatial relationship between the cover and the character's shooting direction, the information that the ballistic trajectory may be obstructed can be conveyed intuitively.
Players receive intuitive feedback on ballistic obstruction before firing, avoiding unnecessary exposure and mistakes. This enhances the game's information transparency and the depth of tactical decision-making, improving the player's interactive experience and the accuracy of strategic adjustments.
Smart Images

Figure CN121534390A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computers, and more specifically to a method, apparatus, electronic device, and storage medium for displaying a game crosshair indicator. Background Technology
[0002] In third-person shooter (TPS) games, the player's perspective and the perspective of the character they control are not entirely the same. When the player approaches cover (such as walls, rocks, or metal plates), although it may appear from the player's perspective that they can fire normally, the actual trajectory of the bullets may be obstructed by the cover. This obstruction is often not effectively displayed on the game interface. Players usually only realize that the bullet trajectory is obstructed after firing and seeing the bullet hit the cover, and then they have to move their character to find an unobstructed firing position. Summary of the Invention
[0003] This application provides a method, device, electronic device, and storage medium for displaying a crosshair indicator in a game. By displaying a shape icon corresponding to cover that may obstruct the bullet trajectory on the game interface, and dynamically adjusting the position of the shape icon and the crosshair indicator based on the spatial relationship between the cover and the character's firing direction, the system intuitively conveys information to the player that the bullet trajectory may be obstructed. In this way, players can receive intuitive feedback on bullet trajectory obstruction before firing, allowing them to adjust their strategy in advance and avoid unnecessary exposure and mistakes.
[0004] In a first aspect, embodiments of this application provide a method for indicating a game crosshair marker, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a controlled virtual character. The method includes: A crosshair indicator is provided in the graphical user interface to indicate the shooting direction of the controlled virtual character in the game scene; Identify the target virtual object; Display the shape identifier corresponding to the target virtual object in the graphical user interface; Based on the spatial relationship between the shooting directions of the target virtual object and the controlled virtual character, the position display state between the shape marker and the crosshair marker is adjusted. The position display state includes at least one of the following information: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0005] Secondly, embodiments of this application provide a game crosshair indicator prompting device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a controlled virtual character. The device includes: A module is provided to provide a crosshair indicator in the graphical user interface, which is used to indicate the shooting direction of the controlled virtual character in the game scene; The determination module is used to determine the target virtual object; The display module is used to display shape identifiers corresponding to the target virtual object in the graphical user interface; The adjustment module is used to adjust the position display state between the shape marker and the crosshair marker according to the spatial relationship between the shooting direction of the target virtual object and the controlled virtual character. The position display state includes at least one of the following information: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0006] Thirdly, embodiments of this application provide an electronic device, which includes a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned method for displaying the game crosshair indicator.
[0007] Fourthly, embodiments of this application provide a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned method for displaying the game crosshair indicator.
[0008] The game crosshair indicator prompting method provided in this application provides a graphical user interface through a terminal device. The graphical user interface displays at least part of the game scene, and the game scene includes a controlled virtual character. The method includes: providing a crosshair indicator in the graphical user interface, the crosshair being used to indicate the shooting direction of the controlled virtual character in the game scene; determining a target virtual object; displaying a shape icon corresponding to the target virtual object in the graphical user interface; and adjusting the position display state between the shape icon and the crosshair indicator according to the spatial relationship between the shooting directions of the target virtual object and the controlled virtual character. The position display state includes at least one of the following information: the shape icon and the crosshair indicator are adjacent, the shape icon and the crosshair indicator partially overlap, and the shape icon and the crosshair indicator completely overlap.
[0009] This application maps the relationship between cover and ballistics in three-dimensional space onto a two-dimensional interface, and indicates the degree of occlusion through the spatial relationship of visual elements (adjacent, partially overlapping, or completely overlapping), thus solving the problem of effectively representing three-dimensional information on a two-dimensional interface in computer graphics. Through this implementation, players can receive intuitive feedback on ballistic occlusion before firing, allowing them to adjust their strategies in advance and avoid unnecessary exposure and mistakes.
[0010] Other features and advantages of this application will be set forth in the following description, or some features and advantages may be inferred from the description or determined without doubt, or may be learned by practicing the above-described techniques of this application.
[0011] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0012] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 This is a flowchart illustrating a method for indicating the game crosshair icon provided in an embodiment of this application; Figure 2 This is a schematic diagram of an interface for a game crosshair indicator prompting method provided in an embodiment of this application; Figure 3 This is another interface diagram illustrating the game crosshair indicator prompting method provided in the embodiments of this application; Figure 4 This is another interface diagram illustrating the game crosshair indicator prompting method provided in the embodiments of this application; Figure 5 This is a schematic diagram of a method for displaying a game crosshair indicator according to an embodiment of this application; Figure 6 This is a structural block diagram of the electronic device provided in the embodiments of this application. Detailed Implementation
[0014] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0015] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this application are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this application described herein can be implemented in a sequence other than that shown or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to these processes, methods, products, or apparatuses.
[0016] It should be understood that in the embodiments of this application, "at least one" refers to one or more, "several" refers to one or more, and "more than" refers to two or more. "And / or" is merely a description of the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A existing alone, A and B existing simultaneously, and B existing alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship. "Contains A, B, and / or C" means containing any one, two, or three of A, B, and C.
[0017] It should be understood that in the embodiments of this application, "B corresponding to A", "B corresponding to A", "A corresponds to B" or "B corresponds to A" means that B is associated with A, and B can be determined based on A. Determining B based on A does not mean that B is determined solely based on A; B can also be determined based on A and / or other information.
[0018] The game crosshair indicator prompting method provided in this application embodiment can be executed by an electronic device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, or other similar device. The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The server can be hardware or software. When the server is hardware, it can be implemented as a distributed server cluster composed of multiple servers or as a single server. When the server is software, it can be implemented as multiple software programs or software modules (e.g., software or software modules used to provide distributed services) or as a single software program or software module. This application embodiment does not specifically limit this.
[0019] In one optional embodiment, taking a game as an example, when the game crosshair indicator prompting method is running on a terminal device, the terminal device stores a game application and a virtual game scene. The terminal device interacts with the player through a sender's graphical user interface. The terminal device can provide the sender's graphical user interface to the player in various ways, such as rendering it on the terminal device's display screen, or presenting the sender's graphical user interface through holographic projection.
[0020] In an optional embodiment, taking cloud gaming as an example, when the game crosshair indicator prompting method runs on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The main body running the game application and the main body presenting the game screen are separate. The storage and operation of the methods for controlling vehicles in the game are completed on the server. The presentation of the game screen is completed on the client, which is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0021] This application provides a method, apparatus, electronic device, and computer-readable storage medium for displaying a game crosshair indicator. The control device for the virtual character can be integrated into a computer device, and the electronic device can be a server or a terminal, etc.
[0022] Figure 1 This is a flowchart illustrating a method for displaying a game crosshair indicator as provided in an embodiment of this application.
[0023] This application provides a method for indicating a game crosshair icon. A graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of the game scene, including a controlled virtual character, such as... Figure 1 As shown, the method includes the following specific steps: Step 101: Provide a crosshair icon in the graphical user interface. The crosshair is used to indicate the shooting direction of the controlled virtual character in the game scene. Step 102, determine the target virtual object; Step 103: Display the shape identifier corresponding to the target virtual object in the graphical user interface; Step 104: Adjust the position display state between the shape marker and the crosshair marker according to the spatial relationship between the shooting direction of the target virtual object and the controlled virtual character. The position display state includes at least one of the following information: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0024] Through the steps described above, the game reticle indicator prompting method provided in this application allows players to intuitively identify potential obstructions to the bullet trajectory before firing, avoiding strategic errors caused by delayed decision-making. By visually displaying the spatial relationship between cover and the bullet trajectory on the game interface, this method enhances the player's interactive experience, allowing players to determine the optimal firing position without trial and error. Furthermore, this method clearly expresses the degree of bullet trajectory obstruction through the different positions of the reticle and shape indicators, increasing the game's information transparency and the depth of tactical decision-making, thereby enhancing the overall richness of the game.
[0025] The steps described above are explained in detail below: Step 101: Provide a crosshair icon in the graphical user interface. The crosshair is used to indicate the shooting direction of the controlled virtual character in the game scene.
[0026] A graphical user interface (GUI) is an interface through which a user interacts with a terminal. In this embodiment, the GUI can be used for players to interact with the terminal to implement game logic. The terminal device can be an electronic device with display capabilities, such as a smartphone, tablet, or personal computer.
[0027] Optionally, the graphical user interface (GUI) is the visual interface presented to the player in the game, including elements such as game scenes, characters, and function buttons. For example, in a shooting game, the GUI includes a game map, character models, weapons and equipment, health displays, and various operation buttons.
[0028] Optionally, the graphical user interface (GUI) can be customized based on the game type and gameplay characteristics, providing specific interactive elements for different types of games. For example, in MOBA games, the GUI may include specific elements such as a minimap, skill buttons, and equipment slots; while in FPS shooting games, the interface focuses more on the layout of operation buttons such as aiming, shooting, and reloading.
[0029] Optionally, the graphical user interface (GUI) can respond to different device sizes and screen resolutions, automatically adjusting the layout and element sizes to ensure a good visual experience on various mobile devices. For example, when a player is using a 5.5-inch screen phone, the GUI will automatically adjust the button size and spacing, while on a 7-inch tablet, interface elements will be appropriately enlarged to maintain a good operating experience.
[0030] A game scene refers to the virtual scene displayed when a game client runs on a terminal.
[0031] Optionally, the game scene can be a three-dimensional virtual environment viewed from a first-person perspective. For example, in shooting games, the game world seen by the player through the character's eyes includes buildings, terrain, objects, and other characters in front of them.
[0032] Optionally, the game scene can be a three-dimensional virtual environment from a third-person perspective. For example, in action-adventure games, players can see the character they control and the environment around them, making it easier to observe the interaction between the character and the environment.
[0033] Optionally, the game scene can be a two-dimensional or three-dimensional virtual environment from a top-down perspective. For example, in strategy games or multiplayer online tactical games, players can look down on the entire battlefield from a high vantage point, observing the positions of teammates and enemies, as well as map resources.
[0034] The crosshair is a visual element displayed in the graphical user interface to indicate the direction of fire.
[0035] Optionally, the crosshair can be a graphic symbol that is fixedly displayed in the center of the screen. For example, in most shooting games, the crosshair is usually represented as a cross, circle, or dot mark located in the center of the screen to help the player aim at the target.
[0036] Optionally, the crosshair indicator can dynamically change its shape or color based on the game status. For example, in some games, the crosshair will enlarge when the player moves to indicate reduced shooting accuracy; the crosshair may turn red when aiming at an enemy; and different shapes of crosshairs may be displayed when using different weapons.
[0037] Optionally, the crosshair indicator can include additional information elements to enhance its functionality. For example, in some tactical shooting games, information such as bullet spread, weapon recoil status, or special ability cooldown time may be displayed around the crosshair.
[0038] In this context, the controlled virtual character is the game character that the player manipulates in the game. The player controls this virtual character to perform various game activities within the game environment, such as picking up items, engaging in combat, exploring, or solving puzzles. This virtual character can represent the player's image, and each virtual character can be implemented using a three-dimensional or two-dimensional virtual model; this embodiment does not impose specific limitations.
[0039] Optionally, a controlled virtual character can be a character model with specific appearance and abilities in a game. For example, in a third-person shooter game, a controlled virtual character is typically a fully visible humanoid character with detailed appearance features, equipment, and a motion system.
[0040] Optionally, controlled virtual characters can have complex physical collision properties and animation systems. For example, in modern games, virtual characters may have realistic physical reactions, be blocked by obstacles, be impacted by explosions, or be affected by gravity, while having smooth transitions in various motion animations.
[0041] Optionally, the controlled virtual character can engage in complex interactions with various elements in the game world. For example, the virtual character can use the cover system to hide behind walls, climb obstacles, and interact with objects and NPCs in the environment. These interactions will affect the character's position and status in the game world.
[0042] Among them, the firing direction is the expected path direction of the controlled virtual character's weapon or projectile.
[0043] Optionally, the firing direction can be a virtual straight line extending from the weapon's muzzle position in the character model. For example, in a third-person shooter game, when the player presses the fire button, the bullet will travel along this line from the muzzle position of the virtual character's currently held weapon, firing in the direction indicated by the crosshair.
[0044] Optionally, the firing direction can vary due to the game's physics system and weapon characteristics. For example, in some games that simulate realistic shooting, the firing direction can be affected by factors such as weapon recoil, character posture, movement, or wind, causing the actual trajectory to deviate from the ideal direction indicated by the crosshair.
[0045] Optionally, the firing direction can be determined through different control methods. For example, in mobile shooting games, players can adjust the firing direction by touching and dragging the screen; in console games, it may be controlled by a joystick; and in PC games, the firing direction is mainly controlled precisely by moving the mouse.
[0046] Through the steps described above, this embodiment provides a crosshair indicator in the game's graphical user interface as a basic visual reference for players to determine the direction of fire. In third-person shooter games, this crosshair is not merely a simple aiming aid, but a key interface element connecting the player's perspective with the character's actual firing action. By displaying the crosshair in the center of the screen, players can intuitively understand the current firing direction of their character, providing a necessary reference for subsequently determining whether the trajectory is obstructed by cover. In actual game scenarios, such as when a player controls a character to engage in firefights with enemies in an urban environment, the crosshair in the center of the screen will always indicate the firing direction of the character's weapon. Regardless of whether the character is running, crouching, or performing other actions, the crosshair accurately reflects the current firing direction, helping players maintain precise aiming control in complex battlefield environments.
[0047] Step 102: Determine the target virtual object.
[0048] The target virtual object is a virtual object in the game scene that may affect the shooting effect of the controlled virtual character.
[0049] Optionally, the target virtual object can be a physical obstacle in the game scene that can block bullets. For example, in shooting games, various impenetrable or partially permeable scene elements such as walls, rocks, metal plates, vehicles, and trees can serve as target virtual objects, and these objects will affect ballistic propagation.
[0050] Optionally, the determination of target virtual objects can be filtered based on distance and / or positional relationships. For example, all cover objects within a certain range (e.g., 10 meters) of the controlled virtual character can be detected, and those located between or near the character and the crosshair direction that may affect the shooting effect can be further filtered out.
[0051] Optionally, target virtual objects can have different physical properties, affecting their effectiveness as cover. For example, in some games with detailed physics simulations, wooden cover may be penetrated by high-damage weapons, metal cover may completely block bullets, and certain special materials may cause bullets to ricochet. Covers with these different characteristics can all be identified as target virtual objects.
[0052] The process of identifying target virtual objects involves detecting and filtering virtual objects in the game scene that meet specific conditions. Optionally, identifying target virtual objects can be achieved through spatial distance detection. For example, the system can calculate the distance between all cover-like objects in the scene and the controlled virtual character, and only consider them as potential target virtual objects if the distance is less than a preset threshold (such as 5 meters). This avoids unnecessary processing of objects at a distance that will not affect shooting.
[0053] Optionally, the target virtual object can be identified using raycasting technology. For example, the system can fire one or more virtual rays from the character's position toward the crosshair, detect whether these rays intersect with objects in the scene, and if they intersect and the object is of the type that can block projectiles, then it is identified as the target virtual object.
[0054] Optionally, the determination of target virtual objects can be based on predictive computation. For example, the system can predict the character's possible movement trajectory and changes in shooting direction, calculate in advance which scene objects may affect the shooting effect in the near future, and include these objects in the scope of target virtual objects to provide more forward-looking prompts.
[0055] In an optional implementation, the target virtual object is determined to include at least one of the following: a virtual object that satisfies a preset positional relationship with the controlled virtual character; or a virtual object of a specific type that satisfies a preset relationship with the controlled virtual character; or a virtual object determined based on the target game behavior of the controlled virtual character.
[0056] Among them, the preset positional relationship is the predefined spatial positional constraint between the controlled virtual character and the virtual object.
[0057] Preset positional relationships can be based on distance constraints. For example, the system can be set so that a virtual object is only considered a potential target virtual object when the distance between the virtual object and the controlled virtual character is less than 10 meters. This can avoid unnecessary processing of objects that are far away and unlikely to affect shooting.
[0058] Optionally, the preset positional relationships can be based on directional constraints. For example, the system can be set to only detect virtual objects within a 120-degree fan-shaped area in front of the character, without considering objects behind the character or far from the shooting direction. This allows for more targeted filtering of objects that may affect the shooting.
[0059] Optionally, the preset positional relationship can be a composite condition that integrates multiple spatial factors. For example, the system can simultaneously consider multiple parameters such as the distance between the virtual object and the character, the angle between the virtual object and the shooting direction line, and the height difference of the virtual object to construct a comprehensive scoring model. Only when the score exceeds a certain threshold will the object be identified as the target virtual object.
[0060] Among them, specific types of virtual objects refer to the classification of virtual objects in the game that have specific attributes or functions.
[0061] Optionally, specific types of virtual objects can be categorized based on physical properties. For example, the system can specifically identify virtual objects with "impenetrable" properties, such as physical cover like stone walls, metal plates, and concrete pillars, while ignoring objects that bullets can pass through, such as curtains, bushes, or water surfaces.
[0062] Optionally, specific types of virtual objects can be categorized based on game functionality. For example, the system can specifically identify game elements designed as tactical cover, such as trenches, sandbag piles, and bulletproof shields. These objects are typically explicitly marked as functional objects providing protection within the game mechanics.
[0063] Optionally, specific types of virtual objects can be categorized based on their dynamic state. For example, virtual objects currently in a specific state can be identified, such as activated force field shields, temporarily generated ice walls, or partially intact building structures after destruction. These objects may possess the property of blocking projectiles due to their current state.
[0064] Among them, the preset relationship refers to other types of associations that may exist between the controlled virtual character and the virtual object, other than the positional relationship.
[0065] Optionally, the preset relationships can be based on the interaction history. For example, virtual objects that the character has recently interacted with can be given priority, such as cover that the character has just used or obstacles that the character has tried to destroy but did not completely destroy.
[0066] Optionally, preset relationships can be special relationships defined based on game rules. For example, some virtual objects may only have a blocking effect on characters of a specific class or with specific equipment, and the system will determine whether these objects should be considered as target virtual objects based on the character's current attribute status.
[0067] Optionally, the preset relationship can be based on team or faction. For example, in team deathmatch mode, friendly cover and enemy cover may be treated differently. The former may be designed to allow friendly projectiles to pass through but block enemy projectiles. Therefore, the faction relationship between the character and the virtual object needs to be considered when making the judgment.
[0068] Among them, target game behavior refers to a specific game action that the controlled virtual character is currently performing or is about to perform.
[0069] Optionally, the target game behavior can be related to the character's current combat state. For example, when the character is aiming, reloading, or using a special skill, the system may adjust the determination logic of the target virtual object according to different behaviors, and provide targeted occlusion prompts for different behaviors.
[0070] Optionally, the target game behavior can be a character's movement-related behavior. For example, when a character is performing special movements such as sprinting, sliding, or climbing, the system may pay special attention to virtual objects that may cause accidental occlusion during these actions, such as low obstacles or protruding building structures.
[0071] Optionally, the target game behavior could be when a player marks an attack target or triggers the selection of cover through a specific control. The system can analyze these operations to determine the corresponding target virtual object from the scene.
[0072] Through the steps described above, this embodiment achieves intelligent identification of objects in the game scene that may affect shooting effects. In a real game environment, this function can dynamically scan the scene elements around the character and filter out cover objects that may block the trajectory of bullets. This intelligent determination of virtual target objects greatly improves the responsiveness and accuracy of the cover system in the game.
[0073] Step 103: Display the shape identifier corresponding to the target virtual object in the graphical user interface; Among them, shape identifiers are visual representation elements that represent the target virtual object in the graphical user interface.
[0074] Optionally, the shape identifier can be a two-dimensional projection outline of the target virtual object from the character's perspective. For example, when the target virtual object is a wall, its shape identifier may be a rectangle; when the target virtual object is a pillar, its shape identifier may be a circle or an ellipse; obstacles with complex shapes will be displayed as corresponding polygonal outlines.
[0075] Optionally, shape identifiers can use simplified or abstract graphics to represent the target virtual object. For example, no matter how complex the actual bunker shape is, the system may only display a semi-transparent simplified outline or a specific icon to reduce visual clutter while still providing sufficient spatial relationship information.
[0076] Optionally, shape identifiers can include additional visual attributes to convey more information. For example, different materials of bunkers may use shape identifiers of different colors or textures; the durability or permeability of a bunker may be indicated by the transparency of the shape identifier or the thickness of its border; temporary bunkers may have shape identifiers with flashing or other dynamic effects.
[0077] In the graphical user interface, displaying shape icons involves converting relevant information about the target virtual object into visual elements and presenting them in the appropriate location.
[0078] Optionally, shape identifiers can be displayed by projecting a three-dimensional object into a two-dimensional space. For example, the projected outline of the target virtual object from the player's perspective can be calculated, and then this outline can be displayed as a shape identifier in the HUD layer, with its position maintaining a certain relative relationship to the crosshair.
[0079] Optionally, the shape markers can be dynamically adjusted based on the game state. For example, when the player moves quickly, the shape markers may be simplified or blurred to reduce visual clutter; when the player enters precise aiming mode, the shape markers may become more refined and accurate.
[0080] Optionally, the shape identifiers can be displayed to account for multiple virtual target objects. For example, when there are multiple possible obstructions near the firing direction, you can choose to display only the shape identifier of the object closest to the firing path, or you can display multiple shape identifiers in layers with different transparency to reflect their spatial relationship.
[0081] Through the steps described above, this embodiment creates intuitive visual elements in the game interface, enabling players to clearly perceive obstacles that may affect shooting effectiveness. These shape markers not only reflect the basic shape of the cover but also convey the relative position of the cover to the direction of fire through their position on the screen. This intuitive visual feedback greatly enhances the player's spatial perception of the battlefield environment.
[0082] In an optional implementation, displaying a shape identifier corresponding to the target virtual object in the graphical user interface includes: determining the shape identifier corresponding to the target virtual object; and displaying the shape identifier corresponding to the target virtual object in the graphical user interface in response to the distance between the target virtual object and the controlled virtual character being less than a first preset value, and / or the target virtual object and the shooting direction meeting preset conditions.
[0083] The following descriptions of several embodiments of first preset values and spatial relationships are inconsistent with the present content.
[0084] For example, the rule that "the shape icon will only be displayed when the distance between the virtual character and the target virtual object is less than 15 meters" actually requires spatial constraints.
[0085] Similarly, in the implementation of spatial relationships, there are descriptions of controlling the display of shape identifiers through a single condition. Therefore, you need to make adjustments here.
[0086] The first preset value is a predefined distance threshold used to determine whether the distance between the controlled virtual character and the target virtual object meets the conditions for displaying the shape identifier.
[0087] Optionally, the first preset value can be a fixed numerical constant. For example, the system can set the first preset value to 15 meters in game units. The shape icon will only be displayed when the distance between the virtual character and the target virtual object is less than 15 meters. This simple and clear threshold setting helps to maintain the consistency of system behavior.
[0088] Optionally, the first preset value can be an adaptive value that is dynamically adjusted according to the game environment. For example, in open terrain, the first preset value may be automatically increased to cover a larger area; while in a narrow indoor environment, the first preset value may be decreased to reduce information interference. This environment-aware adaptive mechanism can optimize the user experience in different scenarios.
[0089] Optionally, the first preset value can be a related value that changes based on the player's current equipment or skills. For example, when a player uses a sniper rifle, the system may increase the first preset value to adapt to the weapon's long-range characteristics; while when using a melee weapon such as a shotgun, the system may decrease the first preset value to focus on the close-range environment. This dynamic adjustment related to equipment can provide more accurate tactical information.
[0090] The preset conditions are the spatial relationship requirements that must be met between the predefined target virtual object and the shooting direction.
[0091] Optionally, the preset conditions can be based on angle-based criteria. For example, the angle between the virtual target object and the firing direction line can be less than 30 degrees to be considered as meeting the preset conditions. This ensures that only objects that may actually affect the trajectory will trigger the display of shape markers.
[0092] Optionally, the preset conditions can be based on criteria for raycasting detection. For example, a series of virtual rays can be fired from the character's viewpoint along the firing direction, and these rays can be checked to see if they intersect with the target virtual object. If there is an intersection point, the object is considered to meet the preset conditions. This precise collision detection can provide more accurate occlusion judgment.
[0093] Optionally, the preset conditions can be a composite judgment standard that comprehensively considers multiple factors. For example, multiple parameters such as the angle between the virtual target object and the firing direction, the vertical distance from the firing line, and the size of the object can be considered simultaneously to construct a weighted scoring model. Only when the score exceeds a certain threshold is the preset condition determined to be met. This comprehensive evaluation mechanism can more comprehensively determine whether the object may cause firing obstruction.
[0094] In an optional implementation, the shape identifier display is triggered only if the target virtual object simultaneously meets the distance condition with the controlled virtual character and the shooting direction, as well as the preset condition.
[0095] For example, the dual-condition triggering mechanism is particularly effective in sniping scenarios. By requiring the target virtual object to simultaneously meet the distance condition (within the effective sniping range) and the direction condition (located on or near the shooting path), the system can accurately indicate obstacles that may affect the bullet trajectory, such as distant tree branches, telephone poles, or wall edges, while avoiding displaying irrelevant information outside the field of view.
[0096] In high-intensity combat scenarios, players may be surrounded by numerous potential obstacles and cover. If shape markers are displayed based solely on distance, the screen may be cluttered with too many visual elements, leading to information overload; if displayed based solely on direction, players may miss crucial close-range tactical options. By requiring both conditions to be met simultaneously, the system ensures that only key objects within effective range and relevant to the current firing direction are displayed, significantly improving the signal-to-noise ratio.
[0097] This precisely focused visual feedback strategy not only reduces cognitive load but also enhances immersion in the gaming experience. By displaying shape icons in the most relevant contexts, it avoids the feeling of over-reliance on UI elements and maintains the visual integrity of the game world. Players can focus more on the game environment itself, rather than being distracted by too many interface elements, while still receiving necessary tactical cues at crucial moments.
[0098] Through the above steps, this embodiment implements an intelligent shape marker display mechanism that ensures only obstacles that could potentially affect shooting effectiveness trigger the shape marker display, avoiding distractions from excessive irrelevant information. Simultaneously, since the shape markers provide a direct representation of the cover's shape, players can quickly determine the type of cover and the potential degree of obstruction, allowing for more precise tactical adjustments, such as fine-tuning positioning or changing the attack angle to avoid obstructing bullet trajectories. This significantly improves players' decision-making efficiency and tactical execution accuracy in intense combat.
[0099] In an optional implementation, determining the shape identifier corresponding to the target virtual object includes: determining a projected image in the target direction based on the model of the target virtual object; and determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object and the projected image within a preset display range.
[0100] The model of the target virtual object refers to the geometric structure that represents the target virtual object in the game's three-dimensional space.
[0101] Optionally, the model of the target virtual object can be a 3D geometry composed of polygonal meshes. For example, a wall may be composed of hundreds of triangular facets, which together define the shape, size, and position of the wall in the game space, and the system can perform projection calculations based on this geometric information.
[0102] Optionally, the model of the target virtual object can be a composite structure with physical collision attributes. For example, a car model may contain multiple components such as the body, wheels, and windows, each with its own collision attributes. When determining the projection, the system will consider the different effects of these components on the trajectory.
[0103] Optionally, the model of the target virtual object can be a dynamic model with a hierarchical structure. For example, a destructible shelter may have multiple destruction states, each corresponding to a different model shape. The system will select the corresponding model for projection processing based on the current state of the shelter to ensure that the shape identifier reflects the latest obstacle state.
[0104] The target direction refers to the reference direction used for projection calculation from a specific perspective.
[0105] Optionally, the target direction can be the viewpoint direction of the controlled virtual character. For example, in a third-person perspective game, the target direction can be set to the direction the controlled virtual character's head is facing, which allows the projection results to intuitively reflect the shape of the obstacle as seen by the controlled virtual character.
[0106] Optionally, the target direction can be the direction of the game camera's line of sight. For example, in some game designs, the projection may be calculated directly based on the player's current perspective, rather than being exactly aligned with the character's line of sight. This design helps to provide visual feedback that is more in line with the player's actual perception.
[0107] Optionally, the target direction can be the main axis direction of the firing trajectory. For example, the possible flight path of the bullet when the weapon is fired can be used as a projection reference. This method is particularly suitable for accurately simulating possible obstructions to the trajectory.
[0108] Among them, a projected image refers to the image formed when a virtual target object in three-dimensional space is projected onto a two-dimensional plane along the target direction.
[0109] Optionally, the projected image can be an orthogonal projection of the target virtual object. For example, the obstacle model can be orthogonally projected perpendicular to the firing direction to obtain a two-dimensional image that accurately represents the outline of the obstacle. This projection method is simple, intuitive, and computationally efficient.
[0110] Optionally, the projected image can be a perspective projection result based on the principles of perspective. For example, it can simulate light rays originating from the character's viewpoint, passing through obstacles, and forming a projection on a plane at a specific distance. This method can better simulate the natural visual perception of the human eye, making the projection of nearby obstacles appear larger.
[0111] Optionally, the projected image can be a simplified outline that has undergone special processing. For example, edge detection and outline simplification can be performed on the original projection result to extract key outline features of obstacles, forming a clearer and more easily recognizable image representation. This helps reduce visual interference and highlight important information.
[0112] Based on the positional relationship between the firing direction and the virtual target object, as well as the projected image within a preset display range, the shape identifier is determined. In specific application scenarios, such as when a player is moving through a cluster of buildings and preparing to fire, and encounters an irregularly shaped rock ahead, the system calculates the projection of the rock model onto the current firing direction, obtaining a two-dimensional image that matches the actual outline of the rock. Then, based on the relative position of the rock to the firing direction, the system appropriately places this projected image near the crosshair, allowing the player to intuitively perceive potential firing obstructions.
[0113] Through the steps described above, this embodiment achieves the conversion process from a three-dimensional obstacle model to a two-dimensional shape identifier. This spatial mapping and visual expression mechanism allows players to quickly and intuitively perceive obstacles in the surrounding environment that may affect shooting without interrupting the game, thereby adjusting their position or shooting angle to avoid bullets being obstructed.
[0114] In an optional implementation, the method further includes a graphical user interface with a crosshair position configured with a display range of a preset radius; the step of determining a shape identifier based on the positional relationship between the firing direction and the target virtual object and the projected image within the preset display range includes: controlling the positional relationship between the projected image and the crosshair identifier based on the positional relationship between the firing direction and the target virtual object; and controlling the display of the image within the display range when at least part of the projected image is within the display range to form a shape identifier.
[0115] The preset radius refers to the radius of the circular area surrounding the crosshair marker, which defines the maximum range that the shape marker can be displayed.
[0116] Optionally, the preset radius can be a fixed pixel value. For example, the display area can be set to a circular area with a radius of 100 pixels centered on the crosshair. This fixed value setting is simple and clear, ensuring that the display area of the shape marker remains consistent in different game scenarios.
[0117] Optionally, the preset radius can be a dynamic value that adaptively adjusts based on the screen resolution. For example, the display area can be set to 10% of the screen height, so that the display area maintains a relatively consistent visual proportion on devices with different resolutions, providing a unified user experience.
[0118] Optionally, the preset radius can be an adjustable value that dynamically changes according to the game state. For example, when the player enters aiming mode, the display range may be reduced to provide more accurate visual feedback; while in running mode, the display range may be appropriately expanded to cover a wider range of potential threats. This context-aware dynamic adjustment can optimize the information display effect in different game states.
[0119] Among them, the positional relationship between the firing direction and the virtual target object refers to the relative spatial relationship between the firing trajectory and the virtual target object in three-dimensional space.
[0120] For example, the model of the target virtual object can be fixed. This model can be abstracted into a geometric shape from the perspective of the virtual character. The shooting trajectory can be abstracted into a cylinder with the aiming direction as the axis. The spatial relationship between the target virtual object and the shooting trajectory can be determined by judging the degree of intersection between the cylinder and the geometry of the cover model.
[0121] Optionally, positional relationships can be described using vector angles. For example, the angle between the firing direction vector and the vector connecting the center point of the virtual target object can be calculated. This angle value can be used to determine the display position of the projected image relative to the crosshair, so that it is displayed in the corresponding direction of the crosshair.
[0122] Optionally, positional relationships can be described using spatial projection mapping. For example, a local coordinate system with the firing direction as the z-axis can be established, and then the projected position of the virtual target object on the xy plane of that coordinate system can be calculated. This method can intuitively map three-dimensional spatial relationships onto a two-dimensional screen, ensuring that the position of the shape marker is consistent with the relative position of the actual obstacle.
[0123] Optionally, the positional relationships can be scaled to take distance into account. For example, a virtual target closer to the player may have a relatively larger distance between its projected image and the crosshair, while a virtual target farther away may have a relatively smaller distance. This distance-based dynamic scaling can simultaneously present obstacle information at different distances within a limited display space, prioritizing potential threats at close range.
[0124] Among them, controlling the positional relationship between the projected image and the crosshair mark refers to adjusting the display position of the projected image on the interface based on the spatial calculation results.
[0125] Optionally, position control can use a direct mapping method. For example, if the virtual target object is located to the right of the firing direction, the projected image will also be displayed to the right of the crosshair, with the displacement proportional to its relative position in actual space. This intuitive one-to-one correspondence allows players to easily understand the actual position of obstacles.
[0126] Optionally, position control can employ a smooth interpolation method. For example, when the position of an obstacle changes, the system does not immediately update the position of the projected image, but gradually adjusts to the new position through a smooth transition animation. This visual smoothing avoids abrupt changes in shape markers and provides a more comfortable visual experience.
[0127] Optionally, position control can employ a priority ranking method. For example, when multiple obstacles exist simultaneously, the system will prioritize them based on their importance, threat level, or proximity to the line of fire, displaying the projected images of the most critical obstacles first, and may adjust the transparency or display position of the projected images of secondary obstacles to ensure clarity and distinction of importance of visual information.
[0128] When at least part of the projected image is within the display area, the control displays the portion of the projected image within the display area to form a shape identifier. This mechanism ensures that the displayed content is always confined to the preset display area, avoiding excessive information dispersion.
[0129] Optionally, partial display can employ a simple cropping method. For example, when part of the projected image exceeds the display area, the system directly crops off the excess portion, displaying only the content within the display area. This direct cropping method preserves the original proportions and details of the projected image, making it suitable for tactical scenarios requiring precise shape information.
[0130] Optionally, partial display can employ adaptive scaling. For example, when a projected image is too large to be fully displayed, the system may appropriately reduce the size of the entire projected image so that its key parts can be presented within the display range. This scaling process ensures the integrity of key shape features and is suitable for tactical judgments requiring overall shape awareness.
[0131] Optionally, a priority-based display method can be used for some displays. For example, when the projected images of multiple virtual target objects need to be displayed simultaneously but the display area is limited, the system can prioritize displaying the projected images of higher-priority targets based on their threat level, distance, or tactical importance. This priority-based display strategy ensures that the most critical tactical information is presented to the player first.
[0132] For example, in a real-world scenario, if a large building is located slightly to the left of the firing direction, its projected image might be placed to the left of the crosshair. However, due to the building's size, the projected image might partially exceed the display range. In this case, the system will only display the portion of the projection within the display range, forming a partial shape marker of the building. By observing this shape marker, players can quickly determine that there is a large obstacle on the left, potentially requiring them to adjust their position or utilize this cover for tactical maneuvers.
[0133] Through the above steps, this embodiment implements an intelligent shape identification display mechanism. When players are fighting in complex environments, the system calculates the positional relationship between cover and the firing direction in real time, placing the cover projection image on the corresponding position around the crosshair. Simultaneously, the system ensures that only the projection portion falling within the preset display range is displayed; portions exceeding the range are cropped. This maintains a clean interface and focused information, ensuring that key information remains within the player's attention. This intuitive spatial mapping relationship and reasonable display range limitation allow players to directly perceive the location and shape of obstacles without excessive cognitive burden, enabling them to quickly make correct positional adjustments in intense combat.
[0134] In an optional implementation, determining the shape identifier corresponding to the target virtual object includes: determining an initial shape identifier based on the projection image of the target virtual object's model in the target direction; and determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object, as well as the initial shape within a preset display range.
[0135] The initial shape identifier refers to the original graphic representation generated directly from the projected image of the target virtual object, before it has undergone position adjustment and display range cropping.
[0136] Optionally, the initial shape identifier can be a complete outline representation. For example, the outer edge outline of the target virtual object's projection can be extracted to form a closed line graphic. This concise line representation can clearly convey the shape information of the obstacle while minimizing visual interference with the game screen.
[0137] Optionally, the initial shape identifier can be a contour fill with simplified details. For example, while retaining the main shape features of the obstacle, complex details can be simplified, and then the initial shape identifier can be generated using a semi-transparent fill or a texture fill. This approach can convey more information about the obstacle's characteristics through changes in transparency or texture while maintaining shape recognizability.
[0138] When players are engaged in combat within a complex battlefield environment, the system identifies obstacles that may affect shooting, such as walls, vehicles, or terrain undulations. For each identified obstacle, the system calculates its projection onto the current firing direction based on its 3D model, generating an initial shape marker. These initial shape markers retain the obstacle's key morphological features, allowing players to quickly identify different types of obstructions. Subsequently, the system places these initial shape markers in appropriate positions based on the spatial relationship between the obstacle and the firing direction, and performs necessary cropping and adjustments according to display range requirements, ultimately forming the shape marker that the player sees near their crosshair.
[0139] Through the above steps, this embodiment constructs a conversion process from a three-dimensional model to a two-dimensional marker, ensuring that the shape marker can accurately reflect the actual shape and positional relationship of the obstacle, helping players make more accurate shooting decisions.
[0140] In an optional implementation, the method further includes a graphical user interface with a crosshair position configured with a display range of a preset radius; the step of determining a shape identifier based on the positional relationship between the firing direction and the target virtual object and the initial shape within the preset display range includes: controlling the positional relationship between the initial shape identifier and the crosshair identifier based on the positional relationship between the firing direction and the target virtual object; and when at least part of the initial shape identifier is within the display range, controlling the display of an image containing the initial shape identifier within the display range to form a shape identifier.
[0141] Among them, controlling the positional relationship between the initial shape marker and the crosshair marker refers to determining the display position of the initial shape marker on the two-dimensional interface based on the relative position information in three-dimensional space.
[0142] Optionally, positional relationships can be achieved based on angle mapping. For example, if the target virtual object is located 45 degrees to the left of the shooting direction in three-dimensional space, the system will place the initial shape marker at the corresponding angle to the left of the crosshair. The distance can be scaled proportionally according to the actual distance between the obstacle and the character. This angle mapping method can intuitively reflect the orientation information of the obstacle.
[0143] Optionally, positional control can be implemented based on screen space projection. For example, the system can directly project positional relationships in the three-dimensional world onto the two-dimensional screen space, taking into account the current camera's perspective and perspective effects, so that the position of the initial shape markers is consistent with the position of obstacles as seen by the player on the screen. This method can provide a spatial mapping that is more consistent with visual perception.
[0144] The display range refers to the area where shape icons are allowed to appear in the graphical user interface.
[0145] Optionally, the display area can be a fixed-size circular area centered on the crosshair. For example, the system can set the display area to a circular area with the center point of the crosshair as the center and a radius of 15% of the screen height. This simple and clear area definition helps to keep the interface clean and visually focused.
[0146] Optionally, the display area can be a dynamic region with a variable shape. For example, the system can adjust the shape of the display area according to the current game state or weapon type. For instance, it may use a smaller circular area when using a sniper rifle, while using a larger elliptical area when using a spread weapon. This adaptive adjustment can better match the shooting characteristics of different weapons.
[0147] Optionally, the display area can be a gradient region with weighted distribution. For example, the system can define a central region and an edge region of the display area, keeping the shape identifier part falling in the central region completely opaque, while applying a gradient transparency effect to the parts falling in the edge region. This gradient processing can make the display of visual information more natural and smooth, reducing the visual disjointedness.
[0148] In actual game scenarios, such as when a player moves in an urban combat environment, the system calculates the spatial relationship between obstacles and the firing direction in real time, maps this spatial relationship to a two-dimensional screen space, and controls the position of the initial shape marker relative to the crosshair. If the player is facing a wall, and the wall is located to the right and slightly in front of the firing direction, the system will place the wall's initial shape marker slightly above and to the right of the crosshair. Then, the system checks whether this initial shape marker falls within a preset display range. If it is completely within the range, it is displayed in its entirety; if it is partially outside the range, only the portion within the range is displayed; if it is completely outside the range, the marker is not displayed. This intelligent cropping and display mechanism ensures that the player's visual attention can be focused on the obstacle most likely to affect the shot, without being distracted by information about distant or secondary obstacles.
[0149] Through the above steps, this embodiment implements a flexible and precise shape marker display control mechanism, ensuring that players always receive the most relevant and crucial occlusion information. Simultaneously, because the shape markers maintain a consistent spatial mapping with the actual obstacle positions, players can intuitively understand these visual cues and quickly adjust their position or firing angle to avoid obstructing their bullet trajectory.
[0150] Step 104: Adjust the position display state between the shape marker and the crosshair marker according to the spatial relationship between the shooting direction of the target virtual object and the controlled virtual character. The position display state includes at least one of the following information: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0151] Among them, spatial relationship refers to the three-dimensional spatial relative positional relationship between the target virtual object and the firing direction line of the controlled virtual character.
[0152] Optionally, spatial relationships can be determined by calculating the shortest distance between the firing direction line and the target virtual object. For example, if the shortest distance from the firing direction line to the surface of the target virtual object is greater than a preset threshold (e.g., 0.5 meters), the target virtual object is considered not to obstruct the firing; if the distance is less than or equal to the preset threshold, obstruction may exist.
[0153] Optionally, spatial relationships can be determined based on collision detection between the ballistic model and the virtual target object. For example, the system can abstract the ballistic trajectory as a cylinder with a specific diameter (the diameter may vary depending on the weapon type; for example, the ballistic cylinder of a sniper rifle is thinner, while that of a shotgun is thicker), and then detect whether this cylinder collides with the virtual target object, and the degree of the collision.
[0154] Optionally, spatial relationships can consider the projected area of the virtual target object along the firing direction. For example, the system can calculate the projection of the virtual target object onto a plane perpendicular to the firing direction, and then analyze the coverage relationship between this projection and the firing path to determine the degree of occlusion.
[0155] The position display status refers to the relative position and visual appearance of the shape markers and crosshair markers on the graphical user interface.
[0156] The position display status includes at least one of the following: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0157] Optionally, the adjacent state of the shape identifier and the crosshair identifier indicates that the virtual target object is approaching but does not obstruct the firing path. For example, as... Figure 2 As shown, when the cover is located to the side of the character and does not affect shooting, the shape indicator 202 will appear near the crosshair but will not overlap with it, and the crosshair indicator 201 will remain in normal color, indicating that shooting is not obstructed.
[0158] Optionally, the overlap between the shape marker and the crosshair marker indicates that the target virtual object partially obstructs the firing path. For example, as... Figure 3 As shown, when a character shoots while standing at the edge of cover, the cover may block part of the bullet trajectory. At this time, the shape indicator 202 will overlap with the crosshair, and the crosshair indicator 201 of the overlapping part may turn red, indicating to the player that part of the shot will be blocked.
[0159] Optionally, a complete overlap between the shape marker and the crosshair marker indicates that the target virtual object completely obscures the firing path. For example, as... Figure 4 As shown, when a character shoots directly at a wall, the shape indicator 202 will completely overlap with the crosshair, and the crosshair indicator 201 may turn entirely red, clearly indicating to the player that the current shot will be completely blocked and that the position needs to be adjusted.
[0160] Among them, adjusting the position display status refers to dynamically updating the relative position and visual effect of the shape marker and the crosshair marker according to the spatial relationship.
[0161] Optionally, the position display status can be adjusted to respond in real time to changes in the character's position and orientation. For example, when the player controls the character to move or turn, the shape icon will instantly adjust its position near the crosshair based on the new spatial relationship, accurately reflecting the current occlusion situation.
[0162] Optionally, adjusting the position display status can include additional visual feedback to enhance information delivery. For example, when changing from an unobstructed state to a partially obstructed state, there may be a brief flash or color gradient effect; when the degree of obstruction changes significantly, there may be corresponding sound prompts or warning icons at the edge of the screen.
[0163] Optionally, the position display status can be adjusted to optimize the display based on weapon characteristics. For example, for different weapon types (such as precision sniper rifles, shotguns with a wide spread, etc.), the system may adjust the visual effect when the shape marker overlaps with the crosshair to reflect the sensitivity of different weapons to obstruction.
[0164] Through the steps described above, this embodiment provides an intuitive, real-time visual feedback mechanism that allows players to accurately determine whether their current shooting will be obstructed by cover. This real-time, precise visual feedback enables players to predict and adjust the optimal shooting position without actually firing, greatly improving the efficiency and accuracy of tactical decision-making. Especially in fast-paced combat environments, this feature can help players make more informed positioning choices under pressure.
[0165] In an optional implementation, adjusting the positional display state between the shape marker and the crosshair marker based on the spatial relationship between the firing direction of the target virtual object and the controlled virtual character includes at least: determining the spatial relationship based on the overlap between the model of the target virtual object and the trajectory of the firing direction; if the model of the target virtual object and the trajectory do not overlap, the shape marker and the crosshair marker are displayed adjacent to each other based on the positional relationship between the model of the target virtual object and the trajectory; if the model of the target virtual object and the trajectory partially overlap, the shape marker and the crosshair marker are displayed in partial overlap, and / or the color of the crosshair marker in the overlapping part is updated to a preset warning color; if the model of the target virtual object and the trajectory completely overlap, the shape marker and the crosshair marker are displayed in complete overlap, and the color of the crosshair marker is updated to a preset warning color.
[0166] Among them, the overlapping state refers to the intersection of the three-dimensional model of the target virtual object and the firing trajectory in space.
[0167] Optionally, the overlap state can be determined using ray casting technology. For example, one or more rays can be fired from the character's position along the firing direction, and the intersection of these rays with the target virtual object model can be detected. The degree of overlap is determined based on the number and position of the intersection points. When there are no intersection points, it is determined to be non-overlapping; when some rays intersect, it is determined to be partially overlapping; when all rays intersect, it is determined to be completely overlapping. This ray-based detection method is computationally efficient and can reflect changes in spatial relationships in real time.
[0168] Optionally, the overlap state can be determined through collision volume analysis. For example, a slender cylindrical collider can be created for the trajectory, and then the overlap between this collider and the collision volume of the target virtual object model can be detected. By calculating the ratio of the overlap volume to the trajectory volume, the degree of overlap can be precisely quantified, thus more accurately determining the three overlap states. This volume-based calculation method can provide a more detailed description of spatial relationships.
[0169] Optionally, the overlap state can be determined through ballistic prediction simulation. For example, the complete ballistic trajectory of a bullet under the current firing conditions can be simulated, taking into account factors such as gravity, wind force, and initial velocity, and then the intersection of this precise trajectory with the target virtual object model can be detected. This high-precision ballistic prediction method is particularly suitable for simulating long-range shooting scenarios such as sniper rifles where bullet drop needs to be considered.
[0170] Adjacent display refers to the visual presentation of shape markers and crosshair markers when the target virtual object and the ballistic trajectory do not overlap.
[0171] Optionally, adjacent displays can be implemented based on direction vectors. For example, a direction vector pointing from the crosshair position to the center of the virtual target object can be calculated, and shape markers can be placed around the crosshair along this direction, with the distance reflecting the relative position in actual space. This directional spatial mapping can intuitively reflect the relative positional relationship between obstacles and the firing direction.
[0172] Optionally, adjacent display can be implemented based on nearest-point calculation. For example, the point on the firing trajectory closest to the target virtual object can be found, and then the direction from this point to the target virtual object can be calculated. Based on this direction, the display position of the shape marker around the crosshair can be determined. This nearest-point-based positioning method can more accurately express the spatial relationship between obstacles and the trajectory.
[0173] Optionally, adjacent displays can be implemented based on screen-space projection. For example, both the target virtual object and the bullet trajectory can be projected into screen space, their relative positions on the screen can be calculated, and then the display position of the shape marker relative to the crosshair can be determined accordingly. This screen-space-based calculation method can provide a spatial representation that best matches the player's visual perception.
[0174] Partial overlap display refers to the visual presentation of the shape markers and crosshair markers when the target virtual object intersects with the ballistic section.
[0175] Optionally, partial overlap can be achieved through a gradient of transparency. For example, the overlapping portion of the shape marker and the crosshair marker can be semi-transparent, making both visible while clearly distinguishing the overlapping area, while the non-overlapping area retains its original opacity. This visual treatment of transparency transition can naturally express a state of partial occlusion.
[0176] Optionally, partial overlap can be achieved through line style variations. For example, in areas where the shape markers and the crosshair markers overlap, the lines can become dashed or dotted, while non-overlapping areas retain solid lines. This visual encoding of line style variations clearly identifies the overlapping parts while maintaining the integrity of the shapes.
[0177] Optionally, partial overlap can be achieved by combining graphic effects. For example, special graphic effects, such as cross shadows, pattern fills, or dynamic flashing, can be created in the overlapping areas to visualize the degree and location of the overlap. This creative visual expression not only conveys accurate information but also enhances the visual experience of the game.
[0178] Among them, "complete overlap display" refers to the visual presentation of the shape marker and the crosshair marker when the target virtual object and the trajectory completely intersect.
[0179] Preset warning colors can be high-contrast, eye-catching colors. For example, bright red can be used as a warning color to attract the player's attention. This high-contrast color selection ensures that the warning message remains clearly visible against complex backgrounds.
[0180] Optionally, the preset warning color can be a color with dynamic changing effects. For example, the warning color can pulsate between red and orange, or have slight fluctuations in color saturation. This dynamic effect can attract the player's visual attention and improve the effectiveness of the warning.
[0181] Optionally, the preset warning colors can be theme colors customized according to the game's style. For example, neon blue or purple might be used as warning colors in a science fiction game; while standard tactical red might be used in a military-themed game. This color selection, which coordinates with the game's art style, maintains visual consistency while providing clear warnings.
[0182] In actual gameplay, this system helps players accurately judge shooting obstacles and make tactical adjustments. For example, when a player is aiming at a distant enemy but their line of sight is partially obstructed by cover, the system will provide corresponding visual feedback based on the specific overlap between the cover and the bullet trajectory: such as... Figure 2As shown, if the cover is not in the trajectory at all, shape marker 202 will appear in an appropriate position next to crosshair marker 201 to indicate the location of the obstacle to the player, but will not affect shooting; Figure 3 As shown, if cover partially obstructs the bullet trajectory, shape marker 202 will partially overlap with crosshair marker 201. The obstructed portion of crosshair marker 201 may change to a warning color such as red, visually indicating that the bullet will be partially blocked, and the player may need to fine-tune their aim; Figure 4 As shown, if cover completely blocks the trajectory of the bullet, shape marker 202 will completely overlap with crosshair marker 201, and the entire crosshair marker 201 will turn into a bright red, clearly warning the player that the current shot will be completely blocked and that they need to change position or wait for the obstacle to move.
[0183] Through the steps described above, this embodiment implements an intuitive visual feedback system capable of conveying the spatial relationship between virtual target objects and firing trajectories in real time. This detailed visual differentiation and instant feedback greatly enhances the player's battlefield awareness, enabling them to quickly understand complex spatial relationships, avoid ineffective firing, and optimize tactical decisions. Especially in high-intensity combat, this intuitive visual cues reduce cognitive load, allowing players to focus on tactical execution rather than interpreting interface information.
[0184] In an optional implementation, the method further includes: adjusting the position display state between the shape marker and the crosshair marker in real time in response to the movement of the controlled virtual character or a change in the target virtual object.
[0185] Among them, the movement of a controlled virtual character refers to the change in the position, orientation, or posture of the game character controlled by the player in three-dimensional space.
[0186] Optionally, movement can be a translational change in position. For example, a character moving forward, backward, left, or right, or performing actions such as jumping or crouching in the vertical direction. The system continuously monitors these positional changes and calculates the spatial relationship between obstacles and the shooting direction in real time, updating the display status of shape markers accordingly. This real-time update based on positional changes ensures that visual feedback is always synchronized with the actual game state.
[0187] Optionally, movement can be a change in perspective rotation. For example, the character's perspective can rotate horizontally (looking left and right) and vertically (looking up and down). The system will capture these perspective changes in real time, recalculate the shooting direction and the relative position of obstacles, and adjust the display position and status of shape markers. This real-time update based on perspective changes allows players to obtain obstacle information from different angles through simple perspective adjustments.
[0188] Optionally, movement can be a change in the character's posture. For example, the character switches from standing to crouching or crawling, or from a stationary state to a running state. The system identifies the impact of these state changes on shooting accuracy, shooting height, and stability, and updates the shape marker display accordingly. This intelligent update based on posture changes can reflect changes in shooting conditions under different postures.
[0189] Among them, changes in the target virtual object refer to changes in the state, position, or properties of obstacles in the game environment.
[0190] Optionally, the change could be the movement of obstacles. For example, moving vehicles, rotating doors, rising platforms, and other dynamic obstacles. The system tracks the real-time positions of these obstacles, continuously updates their spatial relationship with the firing direction, and adjusts the display status of their shape markers. This dynamic updating for moving obstacles allows players to cope with complex and ever-changing battlefield environments.
[0191] Optionally, the change can be the destruction or deformation of the obstacle structure. For example, a wall is blasted open, wooden planks are damaged by gunfire, or glass is shattered. The system detects these structural changes, updates the obstacle's physical model, recalculates its overlap with the firing direction, and adjusts its shape accordingly. This real-time update based on the destruction effect provides players with accurate environmental interaction feedback.
[0192] Optionally, the change could be a transformation of the obstacle's properties. For example, some obstacles might change from impenetrable to permeable (e.g., when an energy shield is depleted), or from visible to invisible (e.g., when smoke dissipates). The system will recognize these property changes, adjust how obstacles are handled in occlusion detection, and update the display of shape icons.
[0193] Real-time adjustment refers to continuously monitoring and instantly updating the shape and crosshair indicators on the graphical user interface.
[0194] Optionally, real-time adjustments can be performed based on a fixed frame rate. For example, the system can calculate spatial relationships and update the display state once per game frame (e.g., 60 frames per second) to ensure that visual feedback remains highly synchronized with the game state.
[0195] Optionally, real-time adjustments can be performed based on an event-triggered mechanism. For example, the system can immediately trigger recalculation and display updates when it detects specific events such as changes in character position, viewpoint rotation, or changes in obstacle status, instead of waiting for the next fixed point in time. This event-based update strategy can provide more timely visual feedback and reduce information lag.
[0196] Optionally, real-time adjustments can employ smooth transitions. For example, when a shape icon needs to change its position or state, the system does not jump immediately but instead achieves visual continuity through brief animation transitions (such as position interpolation or gradual changes in transparency). This smoothing avoids abrupt interface changes and provides a more fluid visual experience.
[0197] In actual gameplay, if a player moves quickly from one corner to another, the shape icon will smoothly follow the change in perspective, always accurately indicating potential shooting obstacles; if there is a door that is gradually opening in the direction the player is aiming, the shape icon will change in real time as the door rotates, reflecting the gradually decreasing degree of obstruction; if the player shoots and destroys the wooden cover in front of them, the shape icon will update immediately to reflect the new damage status, possibly showing the area that can be shot through.
[0198] Through the steps described above, this embodiment implements a dynamic visual feedback mechanism. This mechanism can seamlessly adapt to the ever-changing battlefield environment, providing players with real-time and accurate tactical information.
[0199] In an optional implementation, the method further includes: hiding the shape identifier if the model projection and ballistic projection of the target virtual object completely overlap and the distance between the target virtual object and the controlled virtual character is less than a second preset value.
[0200] Among them, the complete overlap of model projection and ballistic projection means that the target virtual object completely blocks the shooting path, making it impossible to achieve effective shooting.
[0201] Optionally, complete overlap can be determined using a ray penetration test. For example, the system can fire multiple rays from the character's position along the firing direction. If all rays are blocked by the target virtual object and none of the rays can pass through the target virtual object to reach its rear, it is considered complete overlap. This multi-point sampling-based judgment method can accurately assess the occlusion effect of complex-shaped obstacles.
[0202] Optionally, complete overlap can be determined through field-of-view occupancy analysis. For example, the system can calculate the proportion of the projected area of the target virtual object in the player's field of view, and when this proportion exceeds a certain threshold (such as 95%), it is judged as complete overlap. This visual perception-based judgment method can better reflect the player's actual visual experience.
[0203] Optionally, complete overlap can be determined through ballistic simulation prediction. For example, the system can simulate the trajectory of a bullet fired under current conditions, and if the simulation results show that the bullet cannot penetrate the virtual target object within any possible dispersion range, it is determined to be a complete overlap. This physics-based simulation-based judgment method can provide more accurate tactical predictions.
[0204] The condition that the distance between the target virtual object and the controlled virtual character is less than the second preset value means that the spatial distance between the obstacle and the character meets a specific close-range condition.
[0205] Optionally, the second preset value can be a fixed value based on the distance perceived by the human eye. For example, the system can set the second preset value to 2 meters, which means that when the obstacle is very close to the character (less than 2 meters away), the system assumes that the player can directly observe the obstacle through the normal game field of view without the need for additional shape indicators.
[0206] Optionally, the second preset value can be dynamically adjusted based on the weapon type. For example, when using a short-barreled shotgun, the second preset value might be set to 1.5 meters; when using a long gun, the second preset value might be set to 3 meters. This weapon-related dynamic adjustment can provide more reasonable visual feedback based on the actual usage scenarios of different weapons.
[0207] Optionally, the second preset value can be an adaptively adjusted value based on the game environment. For example, in a well-lit, open environment, the second preset value may be larger; in a dimly lit, complex environment, the second preset value may be smaller. This environment-aware intelligent adjustment can provide visual assistance that better suits actual needs in different scenarios.
[0208] Hidden shape indicators refer to visual cues of obstacle shapes that are not displayed or are removed under specific conditions.
[0209] Optionally, hiding can be achieved by instantaneous disappearance. For example, when the hiding condition is met, the system immediately removes the shape identifier without displaying any transition effect.
[0210] Optionally, hiding can be achieved through a fade-out effect. For example, when the hiding condition is met, the system does not immediately remove the shape identifier, but rather achieves a smooth disappearance through a brief transparency gradient process (such as changing from completely opaque to completely transparent within 0.2 seconds).
[0211] Optionally, hiding can be achieved through alternative prompts. For example, when the hiding conditions are met, the system does not display the regular shape indicator, but simply changes the crosshair color or displays a minimized icon, providing the necessary warning without taking up a lot of screen space. This simplified information processing can minimize interface clutter while providing basic warnings.
[0212] Through the above steps, this embodiment implements an intelligent interface simplification mechanism that can reduce unnecessary visual elements and optimize the player's gaming experience under appropriate conditions.
[0213] Figure 5 This is a schematic diagram of the structure of the game operation setting device provided in the embodiments of this application.
[0214] Based on the above method embodiments, this application provides a game crosshair indicator prompting device, which provides a graphical user interface through a terminal device. The graphical user interface displays at least part of the game scene, and the game scene includes a controlled virtual character. The device 300 includes: Module 301 is provided for providing a crosshair indicator in a graphical user interface, the crosshair being used to indicate the shooting direction of the controlled virtual character in the game scene; Module 302 is used to determine the target virtual object; Display module 302 is used to display shape identifiers corresponding to the target virtual object in the graphical user interface; The adjustment module 304 is used to adjust the position display state between the shape marker and the crosshair marker according to the spatial relationship between the shooting direction of the target virtual object and the controlled virtual character. The position display state includes at least one of the following information: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0215] The game crosshair indicator notification device provided in this embodiment allows players to intuitively identify potential obstructions to the bullet trajectory before firing, avoiding strategic errors caused by delayed decision-making. By visually displaying the spatial relationship between cover and the bullet trajectory on the game interface, this device enhances the player's interactive experience, enabling players to determine the optimal firing position without trial and error. Furthermore, the device clearly expresses the degree of bullet trajectory obstruction through the different positions of the crosshair and shape indicators, increasing the game's information transparency and the depth of tactical decision-making, thereby enhancing the overall richness of the game.
[0216] The game crosshair indicator prompting device provided in this application embodiment has the same implementation principle and the same technical effect as the aforementioned method embodiment. For the sake of brevity, any parts not mentioned in the embodiment of the display device can be referred to the corresponding content in the aforementioned display method embodiment.
[0217] Figure 6 This is a structural block diagram of the electronic device provided in the embodiments of this application.
[0218] This application also provides an electronic device, such as... Figure 6 The diagram shows the structure of the electronic device, which includes a processor 111 and a memory 110. The memory 110 stores computer-executable instructions that can be executed by the processor 111. The processor 111 executes the computer-executable instructions to implement the following steps of the game crosshair indicator prompt method: A crosshair indicator is provided in the graphical user interface to indicate the shooting direction of the controlled virtual character in the game scene; Identify the target virtual object; Display the shape identifier corresponding to the target virtual object in the graphical user interface; Based on the spatial relationship between the shooting directions of the target virtual object and the controlled virtual character, the position display state between the shape marker and the crosshair marker is adjusted. The position display state includes at least one of the following information: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0219] Optionally, the target virtual object may include at least one of the following: a virtual object that satisfies a preset positional relationship with the controlled virtual character; or a virtual object of a specific type that satisfies a preset relationship with the controlled virtual character; or a virtual object determined based on the target game behavior of the controlled virtual character.
[0220] Optionally, displaying a shape identifier corresponding to the target virtual object in the graphical user interface includes: determining the shape identifier corresponding to the target virtual object; and displaying a shape identifier corresponding to the target virtual object in the graphical user interface in response to the distance between the target virtual object and the controlled virtual character being less than a first preset value, and / or the target virtual object and the shooting direction meeting preset conditions.
[0221] Optionally, determining the corresponding shape identifier based on the target virtual object includes: determining the projected image in the target direction based on the model of the target virtual object; and determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object and the projected image within a preset display range.
[0222] Optionally, the method further includes configuring the crosshair position of the graphical user interface with a display range of a preset radius; the step of determining the shape identifier based on the positional relationship between the firing direction and the target virtual object and the projected image within the preset display range includes: controlling the positional relationship between the projected image and the crosshair identifier based on the positional relationship between the firing direction and the target virtual object; and controlling the display of the image within the display range when at least part of the projected image is within the display range to form the shape identifier.
[0223] Optionally, determining the corresponding shape identifier based on the target virtual object includes: determining an initial shape identifier based on the projection image of the target virtual object's model in the target direction; and determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object, as well as the initial shape within a preset display range.
[0224] Optionally, the method also includes configuring the crosshair position in the graphical user interface with a display range of a preset radius; The steps for determining the shape identifier based on the positional relationship between the firing direction and the target virtual object and the initial shape within the preset display range include: controlling the positional relationship between the initial shape identifier and the crosshair identifier based on the positional relationship between the firing direction and the target virtual object; and when at least part of the initial shape identifier is within the display range, controlling the display of the image containing the initial shape identifier within the display range to form the shape identifier.
[0225] Optionally, the positional display state between the shape marker and the crosshair marker is adjusted according to the spatial relationship between the firing direction of the target virtual object and the controlled virtual character. This includes at least: determining the spatial relationship based on the overlap between the model of the target virtual object and the trajectory of the firing direction; if the model of the target virtual object and the trajectory do not overlap, the shape marker and the crosshair marker are displayed adjacent to each other based on the positional relationship between the model of the target virtual object and the trajectory; if the model of the target virtual object and the trajectory partially overlap, the shape marker and the crosshair marker are displayed partially overlapping, and / or the color of the overlapping crosshair marker is updated to a preset warning color; if the model of the target virtual object and the trajectory completely overlap, the shape marker and the crosshair marker are displayed completely overlapping, and the color of the crosshair marker is updated to a preset warning color.
[0226] Optionally, the method further includes: adjusting the position display state between the shape marker and the crosshair marker in real time in response to the movement of the controlled virtual character or changes in the target virtual object.
[0227] Optionally, the method further includes: hiding the shape identifier when the model projection and ballistic projection of the target virtual object completely overlap, and the distance between the target virtual object and the controlled virtual character is less than a second preset value.
[0228] exist Figure 6 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113, wherein the processor 111, the communication interface 113, and the memory 110 are connected via the bus 112.
[0229] The memory 110 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 113 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 112 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 6 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0230] The processor 111 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 111 or by instructions in software form. The processor 111 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the method disclosed in the embodiments of this disclosure can be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may reside in random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, registers, or other mature storage media in the art. The storage medium is located in the memory. The processor 111 reads the information in the memory and, in conjunction with its hardware, completes the steps of the game crosshair indicator prompting method described in the aforementioned embodiment.
[0231] This application also provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are invoked and executed by a processor, they cause the processor to implement the steps of a game crosshair indicator prompting method: A crosshair indicator is provided in the graphical user interface to indicate the shooting direction of the controlled virtual character in the game scene; Identify the target virtual object; Display the shape identifier corresponding to the target virtual object in the graphical user interface; Based on the spatial relationship between the shooting directions of the target virtual object and the controlled virtual character, the position display state between the shape marker and the crosshair marker is adjusted. The position display state includes at least one of the following information: the shape marker and the crosshair marker are adjacent, the shape marker and the crosshair marker partially overlap, and the shape marker and the crosshair marker completely overlap.
[0232] Optionally, the target virtual object may include at least one of the following: a virtual object that satisfies a preset positional relationship with the controlled virtual character; or a virtual object of a specific type that satisfies a preset relationship with the controlled virtual character; or a virtual object determined based on the target game behavior of the controlled virtual character.
[0233] Optionally, displaying a shape identifier corresponding to the target virtual object in the graphical user interface includes: determining the shape identifier corresponding to the target virtual object; and displaying a shape identifier corresponding to the target virtual object in the graphical user interface in response to the distance between the target virtual object and the controlled virtual character being less than a first preset value, and / or the target virtual object and the shooting direction meeting preset conditions.
[0234] Optionally, determining the corresponding shape identifier based on the target virtual object includes: determining the projected image in the target direction based on the model of the target virtual object; and determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object and the projected image within a preset display range.
[0235] Optionally, the method further includes configuring the crosshair position of the graphical user interface with a display range of a preset radius; the step of determining the shape identifier based on the positional relationship between the firing direction and the target virtual object and the projected image within the preset display range includes: controlling the positional relationship between the projected image and the crosshair identifier based on the positional relationship between the firing direction and the target virtual object; and controlling the display of the image within the display range when at least part of the projected image is within the display range to form the shape identifier.
[0236] Optionally, determining the corresponding shape identifier based on the target virtual object includes: determining an initial shape identifier based on the projection image of the target virtual object's model in the target direction; and determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object, as well as the initial shape within a preset display range.
[0237] Optionally, the method also includes configuring the crosshair position in the graphical user interface with a display range of a preset radius; The steps for determining the shape identifier based on the positional relationship between the firing direction and the target virtual object and the initial shape within the preset display range include: controlling the positional relationship between the initial shape identifier and the crosshair identifier based on the positional relationship between the firing direction and the target virtual object; and when at least part of the initial shape identifier is within the display range, controlling the display of the image containing the initial shape identifier within the display range to form the shape identifier.
[0238] Optionally, the positional display state between the shape marker and the crosshair marker is adjusted according to the spatial relationship between the firing direction of the target virtual object and the controlled virtual character. This includes at least: determining the spatial relationship based on the overlap between the model of the target virtual object and the trajectory of the firing direction; if the model of the target virtual object and the trajectory do not overlap, the shape marker and the crosshair marker are displayed adjacent to each other based on the positional relationship between the model of the target virtual object and the trajectory; if the model of the target virtual object and the trajectory partially overlap, the shape marker and the crosshair marker are displayed partially overlapping, and / or the color of the overlapping crosshair marker is updated to a preset warning color; if the model of the target virtual object and the trajectory completely overlap, the shape marker and the crosshair marker are displayed completely overlapping, and the color of the crosshair marker is updated to a preset warning color.
[0239] Optionally, the method further includes: adjusting the position display state between the shape marker and the crosshair marker in real time in response to the movement of the controlled virtual character or changes in the target virtual object.
[0240] Optionally, the method further includes: hiding the shape identifier when the model projection and ballistic projection of the target virtual object completely overlap, and the distance between the target virtual object and the controlled virtual character is less than a second preset value.
[0241] Unless otherwise specifically stated, the relative steps, numerical expressions, and values of the components and steps described in these embodiments do not limit the scope of this application.
[0242] Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as a USB flash drive, a portable hard drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk.
[0243] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0244] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the scope of the technology disclosed in this application, or make equivalent substitutions for some of the technical features. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the protection scope of this application.
Claims
1. A method for displaying a game crosshair indicator, comprising providing a graphical user interface via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a controlled virtual character, the method comprising: A crosshair indicator is provided in the graphical user interface, which is used to indicate the firing direction of the controlled virtual character in the game scene; Identify the target virtual object; The graphical user interface displays a shape identifier corresponding to the target virtual object; Based on the spatial relationship between the shooting directions of the target virtual object and the controlled virtual character, the position display state between the shape identifier and the crosshair identifier is adjusted, wherein the position display state includes at least one of the following information: the shape identifier is adjacent to the crosshair identifier, the shape identifier partially overlaps the crosshair identifier, and the shape identifier completely overlaps the crosshair identifier.
2. The method according to claim 1, characterized in that, The determination of the target virtual object includes at least one of the following: Virtual objects that satisfy a preset positional relationship with the controlled virtual character; Or a virtual object of a specific type that satisfies a preset relationship with the controlled virtual character; Or a virtual object determined based on the target game behavior of the controlled virtual character.
3. The method according to claim 1, characterized in that, The step of displaying the shape identifier corresponding to the target virtual object in the graphical user interface includes: Determine the corresponding shape identifier based on the target virtual object. In response to the distance between the target virtual object and the controlled virtual character being less than a first preset value, and / or the target virtual object and the shooting direction satisfying a preset condition, a shape identifier corresponding to the target virtual object is displayed in the graphical user interface.
4. The method according to claim 1, characterized in that, Determining the corresponding shape identifier based on the target virtual object includes... The projected image in the target direction is determined based on the model of the target virtual object; The shape identifier is determined based on the positional relationship between the shooting direction and the target virtual object, as well as the projected image within a preset display range.
5. The method according to claim 4, characterized in that, The method further includes that the crosshair position of the graphical user interface is configured with a display range of a preset radius; The step of determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object and the projected image within a preset display range includes: The positional relationship between the projected image and the crosshair is controlled based on the positional relationship between the firing direction and the virtual target object; When at least a portion of the projected image is within the display area, the system controls the display of the projected image within the display area to form the shape identifier.
6. The method according to claim 1, characterized in that, Determining the corresponding shape identifier based on the target virtual object includes... The initial shape identifier is determined based on the projection image of the model of the target virtual object in the target direction; The shape identifier is determined based on the positional relationship between the shooting direction and the target virtual object, as well as the initial shape within the preset display range.
7. The method according to claim 6, characterized in that, The method further includes that the crosshair position of the graphical user interface is configured with a display range of a preset radius; The step of determining the shape identifier based on the positional relationship between the shooting direction and the target virtual object and the initial shape within a preset display range includes: The positional relationship between the initial shape marker and the crosshair marker is controlled according to the positional relationship between the firing direction and the target virtual object; When at least a portion of the initial shape identifier is within the display range, the image containing the initial shape identifier within the display range is controlled to be displayed to form the shape identifier.
8. The method according to claim 1, characterized in that, Based on the spatial relationship between the shooting directions of the target virtual object and the controlled virtual character, adjust the positional display state between the shape marker and the crosshair marker, including at least: The spatial relationship is determined based on the overlap between the model of the target virtual object and the trajectory of the ballistics in the firing direction. If the model of the target virtual object and the trajectory do not overlap, the shape identifier and the crosshair identifier are displayed adjacent to each other according to the positional relationship between the model of the target virtual object and the trajectory; If the model of the target virtual object and the ballistic portion overlap, the shape identifier and the crosshair identifier will partially overlap and be displayed, and / or the color of the crosshair identifier in the overlapping portion will be updated to a preset warning color; If the model of the target virtual object and the trajectory completely overlap, the shape identifier and the crosshair identifier will be displayed in complete overlap, and the color of the crosshair identifier will be updated to the preset warning color.
9. The method according to claim 1, characterized in that, The method further includes: In response to the movement of the controlled virtual character or changes in the target virtual object, the position display state between the shape marker and the crosshair marker is adjusted in real time.
10. The method according to claim 1, characterized in that, The method further includes: If the model projection of the target virtual object and the ballistic projection completely overlap, and the distance between the target virtual object and the controlled virtual character is less than a second preset value, the shape identifier is hidden.
11. A game crosshair indicator prompting device, providing a graphical user interface via a terminal device, the graphical user interface displaying at least a portion of a game scene, the game scene including a controlled virtual character, the method comprising: A module is provided for providing a crosshair indicator in the graphical user interface, the crosshair being used to indicate the firing direction of the controlled virtual character in the game scene; The determination module is used to determine the target virtual object; The display module is used to display a shape identifier corresponding to the target virtual object in the graphical user interface; The adjustment module is used to adjust the position display state between the shape identifier and the crosshair identifier according to the spatial relationship between the shooting directions of the target virtual object and the controlled virtual character. The position display state includes at least one of the following information: the shape identifier is adjacent to the crosshair identifier, the shape identifier partially overlaps the crosshair identifier, and the shape identifier completely overlaps the crosshair identifier.
12. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 10.