Game interaction control method and device and electronic equipment
By using a crosshair indicator to automatically lock onto and aim at the target character in shooting games and adjusting the aiming position after firing, the shooting operation is simplified, solving the problem of cumbersome operation in shooting games and improving the hit rate and operating experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- NETEASE (SHANGHAI) NETWORK CO LTD
- Filing Date
- 2026-02-11
- Publication Date
- 2026-04-17
AI Technical Summary
In shooting games, users need to use multiple fingers to complete shooting, which is cumbersome and causes high operational pressure.
The terminal device provides a graphical user interface that automatically locks onto the target character using a crosshair and unlocks it after firing. Users can adjust the aiming position through firing operations, simplifying the aiming process.
It improves shooting accuracy, reduces operational pressure, and retains the operational strategies related to shooting accuracy, thus enhancing the shooting operation experience.
Smart Images

Figure CN121868869A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a game interactive control method, device, and electronic device. Background Technology
[0002] In shooting games, users need to use multiple fingers to complete shots. Specifically, they control character movement with movement controls, rotate the view and aim at the target by swiping the scene screen, and then trigger the shot with shooting controls. This shooting method is cumbersome and puts a lot of pressure on users. Summary of the Invention
[0003] In view of this, the purpose of the present invention is to provide an interactive control method, device and electronic device for games to simplify aiming operations and reduce operational pressure.
[0004] In a first aspect, embodiments of the present invention provide an interactive control method for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a crosshair, and the game scene includes a controlled character, which is controlled by the terminal device. The method includes: in response to a first aiming operation, determining a target character from the game characters included in the current scene based on the aiming position of the crosshair; controlling the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains aligned with the target character; in response to a first shooting operation, controlling the controlled character to shoot at the target character, and controlling the crosshair to stop locking onto the target character; after controlling the crosshair to stop locking onto the target character, in response to a second shooting operation, controlling the aiming position of the crosshair based on the operation touch of the second shooting operation, and controlling the controlled character to shoot towards the current aiming position.
[0005] Secondly, embodiments of the present invention provide an interactive control device for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a crosshair, and the game scene includes a controlled character, which is controlled through the terminal device. The device includes: a character determination module, used to determine a target character from the game characters included in the current scene based on the aiming position of the crosshair in response to a first aiming operation; a locking aiming module, used to control the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains to follow the target character; a first shooting module, used to control the controlled character to shoot at the target character in response to a first shooting operation, and control the crosshair to stop locking onto the target character; and a second shooting module, used to control the aiming position of the crosshair based on the operation contact of the second shooting operation after controlling the crosshair to stop locking onto the target character, and control the controlled character to shoot at the current aiming position.
[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the interactive control method of the above-mentioned game.
[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the aforementioned game.
[0008] The embodiments of the present invention bring the following beneficial effects: The aforementioned interactive control method, device, and electronic device for the game provide a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a crosshair, and the game scene includes a controlled character controlled by the terminal device. The method includes: in response to a first aiming operation, determining a target character from the game characters included in the current scene based on the aiming position of the crosshair; controlling the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains aligned with the target character; in response to a first shooting operation, controlling the controlled character to shoot at the target character, and controlling the crosshair to stop locking onto the target character; after controlling the crosshair to stop locking onto the target character, in response to a second shooting operation, controlling the aiming position of the crosshair based on the operation contact of the second shooting operation, and controlling the controlled character to shoot at the current aiming position.
[0009] In the above method, the target character is automatically locked when the first aiming operation is performed, and the lock-on aiming is canceled after the target character is shot. The aiming position is adjusted by the shooting operation, thereby improving the shooting hit rate. This method does not require manual aiming at the target before shooting, which simplifies the aiming operation and reduces the operational pressure.
[0010] In addition, during shooting, users can adjust the aiming position by adjusting the trigger of the shooting operation. Compared with the method of automatically aiming at the target by snapping the crosshair throughout the entire process, the method in this embodiment retains the operational strategy related to shooting accuracy and improves the shooting operation experience.
[0011] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A flowchart illustrating a game interaction control method provided in an embodiment of the present invention; Figure 2 This is a schematic diagram of the scene screen, crosshair mark, aiming control and shooting control provided in the embodiments of the present invention; Figure 3 This is a schematic diagram illustrating how a target character is locked and displayed after a long press of the aiming control, as provided in an embodiment of the present invention. Figure 4 This is a schematic diagram illustrating the switching of the first target character via a sliding aiming control according to an embodiment of the present invention. Figure 5 This is a schematic diagram illustrating how the target character is locked and displayed after clicking the aiming control, as provided in an embodiment of the present invention. Figure 6 This is a schematic diagram illustrating how the first character to be locked onto is switched by clicking the aiming control, as provided in an embodiment of the present invention. Figure 7A schematic diagram of the selected target area provided in an embodiment of the present invention; Figure 8 This is a schematic diagram illustrating the display of character and body part identifiers via a long press on the aiming control, as provided in an embodiment of the present invention. Figure 9 A schematic diagram of the target switching location provided in an embodiment of the present invention; Figure 10 A schematic diagram of an interactive control device for a game provided in an embodiment of the present invention; Figure 11 This is a schematic diagram of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0015] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0016] There are two main shooting operation methods in the relevant technologies.
[0017] In the first operation method, the user drags the scene screen to adjust the view, aims at the target with the crosshair and then fires. During this process, the user also needs to control the character's movement. Therefore, this operation method requires the user to operate multiple fingers at the same time to achieve continuous shooting, which is quite stressful.
[0018] The second operating method uses a sight snap-on system, where the sight automatically aims at the target, and the user can simply fire without having to perform recoil control during firing. This method loses the operational strategy related to shooting accuracy and reduces the shooting experience.
[0019] Based on this, the interactive control method, device, and electronic device for games provided by the embodiments of the present invention can be applied to various shooting games.
[0020] In one embodiment of this disclosure, the game interaction control method can run on a local terminal device or a server. When the game interaction control method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0021] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game's interactive control methods are completed on the cloud gaming server. The client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0022] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0023] In one possible implementation, this invention provides an interactive control method for a game, providing a graphical user interface (GUI) via a terminal device. The terminal device can be either a local terminal device (as mentioned above) or a client device in a cloud interactive system (as mentioned above). The GUI displays at least a portion of the game scene and a crosshair. The game scene includes a controlled character, which is controlled by the terminal device. The scene can be captured by a virtual camera positioned within the game scene. This virtual camera can move with the controlled character or be positioned at a designated location or on a designated movement path within the game scene. The crosshair is used to aim at the game character in the game scene. This crosshair can be displayed at a designated location on the GUI, such as the center of the interface, or other locations. Under the control of the terminal device, the controlled character can move, change postures, and perform shooting operations within the game scene.
[0024] like Figure 1 As shown, the interactive control method of this game includes the following steps: Step S102: In response to the first aiming operation, the target character is determined from the game characters contained in the current scene based on the aiming position of the crosshair. Step S104: Control the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains to follow the target character; The first aiming operation can be a click or long press on the aiming control, or a trigger operation on a specified shortcut key. In this step, after the first aiming operation is performed, if a game character is present in the scene, the target character can be automatically identified and the aiming device locked onto that target character.
[0025] When there is only one game character in the scene, that game character is determined as the target character; when there are multiple game characters in the scene, a game character is selected as the target character based on the aiming position of the crosshair. For example, the game character closest to the aiming position is determined as the target character. Or, the game character corresponding to the smallest angle formed by the direction of the game character relative to the controlled character and the orientation of the virtual camera is determined as the target character.
[0026] Once the target character is identified, the crosshair will lock onto and aim at that target character. When the crosshair is locked onto and aiming at the target character, if the target character moves, the aiming position of the crosshair will follow the target character's movement. However, if the target character moves quickly or turns suddenly, the aiming position may be delayed and leave the target character's location in a short period of time.
[0027] In one implementation, a crosshair is displayed at the center of the graphical user interface. The aiming position of the crosshair is adjusted by changing the viewpoint of the scene, and this aiming position is located within the game scene. When the target character moves, the viewpoint of the scene automatically adjusts so that the aiming position of the crosshair follows the target character; in the scene, the target character and the crosshair are displayed overlapping.
[0028] Step S106: In response to the first shooting operation, control the controlled character to shoot at the target character, and control the crosshair to stop locking onto the target character; The first shooting operation can be a click, long press, or swipe operation on the shooting control, or it can be a trigger operation on a specified shortcut key. Since the target character is automatically locked onto and aimed at in the aforementioned steps, the probability of the controlled character hitting the target character is relatively high. As mentioned above, when the target character moves slowly, the aiming position follows the target character, and shooting at the target character has a high probability of hitting the target character. However, when the target character moves quickly or suddenly turns, the aiming position may leave the target character for a short period of time, and shooting at the target character at this time will not hit the target character.
[0029] It should be noted that once the target character is hit by a shot, the crosshair will no longer be locked onto the target character. That is, if the target character moves, the view of the scene will no longer be automatically adjusted due to the target character's movement. In this case, it is necessary to drag the scene to adjust the view of the scene, and then adjust the aiming position of the crosshair.
[0030] In step S108, after the crosshair stops locking onto the target character, in response to the second shooting operation, the aiming position of the crosshair is controlled based on the operation contact of the second shooting operation, and the controlled character is controlled to fire at the current aiming position.
[0031] The aforementioned first shooting operation and second shooting operation can be independent of each other. For example, the first shooting operation is a click operation on the shooting control, and the second shooting operation is also a click operation on the shooting control; or, the first shooting operation is a click operation on the shooting control, and the second shooting operation is a long press operation on the shooting control.
[0032] The aforementioned first shooting operation and second shooting operation can also be consecutive operations. For example, the first shooting operation is a long press operation on the shooting control, and the second shooting operation is the continuation of the long press operation. That is, the first shooting operation and the second shooting operation are consecutive long press operations, and the operating finger does not leave the touch screen between the first shooting operation and the second shooting operation.
[0033] Since the crosshair no longer automatically locks onto the target after the first shot is fired in the aforementioned steps, the aiming position is adjusted through the operation touch point of the second shooting operation in this step, thereby improving the hit rate of subsequent shots.
[0034] When executing a second firing action consecutively, the recoil from the continuous fire causes the bullet trajectory to rise, resulting in the aiming position deviating from the target and the shot missing. This can be corrected by adjusting the control point of the second firing action, thereby adjusting the scene's viewpoint and ultimately the aiming position to the target. For example, by gradually moving the control point of the second firing action downwards, the aiming position deviation caused by the bullet trajectory rise can be counteracted, improving the hit rate.
[0035] The aforementioned interactive control method for the game provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene and a crosshair, and the game scene includes a controlled character, which is controlled through the terminal device. The method includes: in response to a first aiming operation, determining a target character from the game characters included in the current scene based on the aiming position of the crosshair; controlling the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains aligned with the target character; in response to a first shooting operation, controlling the controlled character to shoot at the target character, and controlling the crosshair to stop locking onto the target character; after controlling the crosshair to stop locking onto the target character, in response to a second shooting operation, controlling the aiming position of the crosshair based on the operation touch of the second shooting operation, and controlling the controlled character to shoot towards the current aiming position.
[0036] In the above method, the target character is automatically locked when the first aiming operation is performed, and the lock-on aiming is canceled after the target character is shot. The aiming position is adjusted by the shooting operation, thereby improving the shooting hit rate. This method does not require manual aiming at the target before shooting, which simplifies the aiming operation and reduces the operational pressure.
[0037] In addition, during shooting, users can adjust the aiming position by adjusting the trigger of the shooting operation. Compared with the method of automatically aiming at the target by snapping the crosshair throughout the entire process, the method in this embodiment retains the operational strategy related to shooting accuracy and improves the shooting operation experience.
[0038] In one implementation, the game character closest to the aiming position of the crosshair in the current scene is identified as the target character. Using this method, after the first aiming operation is performed, the virtual character closest to the aiming position of the crosshair is automatically locked onto and aimed at. If there are multiple game characters closest to the aiming position of the crosshair, any one of them can be identified as the target character and automatically locked onto and aimed at.
[0039] Furthermore, in response to the first shooting operation, the aiming position of the crosshair is moved to the location of the target character; the controlled character is then controlled to fire and hit the target character.
[0040] When the crosshair is locked onto a target character, if the target character moves, the camera angle of the scene is adjusted to keep the crosshair aimed at the target character. The camera angle of the scene is related to the orientation of the virtual camera shooting the scene. After the target character is locked onto, the virtual camera always faces the target character. When the target character moves, the orientation of the virtual camera is adjusted accordingly, adjusting the camera angle of the scene so that the target character is always at the aiming position of the crosshair.
[0041] In this embodiment, after locking onto the target character, the first shot, i.e. the aforementioned first shooting operation, will definitely hit the target character. In order to achieve this, after the first shooting operation is performed, the system automatically moves the aiming position of the crosshair to the location of the target character, and then controls the controlled character to shoot, so as to ensure that the target character is hit when the controlled character shoots.
[0042] This method eliminates the need for users to manually and repeatedly adjust the screen angle for aiming; the first shot automatically aims and hits, simplifying the initial aiming operation and reducing operational burden.
[0043] In one implementation, when the crosshair is locked onto the target character, at least one character identifier corresponding to another game character besides the target character is provided in the graphical user interface; in response to a trigger operation on the character identifier, the first character corresponding to the triggered character identifier is determined, and the crosshair is switched from being locked onto the target character to being locked onto the first character.
[0044] The character identifier can be a character name, character portrait, etc.; the graphical user interface can display the character identifiers of all game characters, including the target character's character identifier, or it can only display the character identifiers of some game characters, such as the character identifiers of game characters other than the target character, or the character identifiers of a specified number of game characters closest to the target character.
[0045] The character identifier is used to switch the game character being locked onto. Specifically, the aforementioned triggering operation for the character identifier can be a click operation, a long press operation, a swipe operation, etc. When the first character corresponding to the triggered character identifier is not the target character, the target character stops locking onto the target, and the first character is locked onto the target.
[0046] For example, the target character currently being aimed at is character A. Clicking on character B's character icon will lock onto character B. At the same time, the camera angle of the scene will be adjusted so that the aiming point of the crosshair is on character B, and character A will stop aiming at character B.
[0047] Specifically, the target position is determined based on the position of the first aiming operation and the positional relationship between the target character and other game characters besides the target character; the character identifier of the game character is displayed at the target position.
[0048] The position of the first aiming operation corresponds to the target character. The positional relationship between the game character and the target character corresponds to the positional relationship between the target position and the aiming position. For example, if character A is to the left of the target character, then character A's character icon is located to the left of the aiming position; if character B is behind the target character, then character B's character icon is located above the aiming position.
[0049] In the above method, the targeted and locked character can be switched by triggering the character identifier, which further improves the efficiency of the first aiming operation. Moreover, the relative position of the character standard corresponds to the relative position of the character, which makes it easy for users to compare and operate, and reduces the operational pressure.
[0050] In one implementation, in response to a first trigger operation on the aiming control, the controlled character is controlled to enter a first shooting mode, and the target character is determined from the game characters contained in the current scene based on the aiming position of the crosshair.
[0051] The first trigger operation can be a click, long press, or double-click on the aiming control; the first firing mode can be shoulder-fire or hip-fire; the first firing model corresponds to the first trigger operation. For example, if the first trigger operation is a long press, the first firing model is shoulder-fire mode. When the aiming control is long-pressed, shoulder-fire mode is entered, and the iron sights are activated. The iron sights zoom in on a portion of the scene for easier aiming. After long-pressing the aiming control, a sliding motion can be performed to adjust the aiming position of the aiming marker.
[0052] In another approach, in response to a second trigger operation on the aiming control, the controlled character is controlled to enter a second shooting mode, and the target character is determined from the game characters contained in the current scene based on the aiming position of the crosshair.
[0053] Typically, the second trigger operation differs from the first trigger operation, and the second firing mode differs from the first firing mode. The second trigger operation can be a click, long press, or double-click on the aiming control; the second firing mode can be a shoulder-fire mode or a hip-fire mode; the second firing model corresponds to the second trigger operation. For example, the second trigger operation is a click, and the second firing model is hip-fire mode. Clicking the aiming control enters hip-fire mode.
[0054] In one implementation, the operation position of the first aiming operation includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a long press operation on the aiming control; (See reference...) Figure 2 and Figure 3 Examples, where Figure 2 It is a scene view from a first-person perspective, which includes firearms, props, and game characters. The crosshair is located in the center of the graphical user interface, which also provides shooting and aiming controls.
[0055] A long press on the aiming control activates the first firing mode for the controlled character and zooms in on a portion of the scene. A long press on the aiming control also activates the iron sights, zooming in on the scene within them. Figure 3In the center, the game character is magnified within the mechanical sights. A long press on the aiming control performs the first aiming action, locking onto the target character. Figure 3 In the example, the target character is the one in the middle position among the three game characters. There is a game character to the left of the target character and another game character to the right of the target character.
[0056] Based on the position of the aiming control, a character icon is displayed to the left of the aiming control, which corresponds to the game character to the left of the target character. Another character icon is displayed to the right of the aiming control, which corresponds to the game character to the right of the target character.
[0057] In response to continuous swipe operations following a long press, the game character corresponding to the character icon at the swipe operation touch point is identified as the first character, and the target character locked by the crosshair is switched to the first character.
[0058] Specifically, when the swipe operation stops, the game character corresponding to the character icon at the touch point is determined as the first character. After the user presses and holds the aiming control, they continue to perform a swipe operation without lifting their finger from the touchscreen. The aiming control can move with the touch point of the swipe operation. When the touch point of the swipe operation moves to the character icon, the game character corresponding to that character icon becomes the first character, and the first character is locked and aimed at by the crosshair icon, while the aforementioned target character stops being locked and aimed at.
[0059] like Figure 3 and Figure 4 In the middle, press and hold the aiming control, then slide to the left until... Figure 3 The character icon to the left of the aiming control indicates that the first character corresponding to that icon is now locked in aiming, and the camera angle of the scene is adjusted so that the first character is positioned at the aiming position of the crosshair. Press and hold the aiming control and slide it to the left to move the aiming control to... Figure 3 The location of the character icon on the left side of the middle. Figure 3 The center aiming control displays the target character's identifier at its location.
[0060] It should be noted that long-pressing the aiming control allows for multiple swipe operations, for example, in... Figure 4 Based on this, you can continue to slide to the right to switch between the game characters you are targeting.
[0061] In the above method, by long-pressing and sliding the aiming control, the target character can be switched while the iron sights are activated, which improves the smoothness and efficiency of the aiming operation.
[0062] In another embodiment, the operation position of the first aiming operation includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a click operation on the aiming control; clicking the aiming control can activate the hip-fire mode, that is, to fire directly without activating the iron sights.
[0063] exist Figure 2 and Figure 5 In the example, click Figure 2 The aiming control in the middle, that is, to perform the first aiming operation, such as Figure 5 In the game, the system automatically locks onto and aims at the target character, while simultaneously displaying the character's icon around the aiming controls. The target character is the one positioned in the middle of the three playable characters. There is another playable character to the left of the target character and a third playable character to the right of the target character.
[0064] In response to a click action on a character icon, the game character corresponding to the click-triggered character icon is designated as the primary character, and the crosshair is switched from locking onto the target character to locking onto the primary character. When a user clicks on any character icon, the game character corresponding to that icon becomes the primary character, and the primary character is locked onto by the crosshair, while the aforementioned target character is no longer locked onto.
[0065] like Figure 5 and Figure 6 In the middle, click Figure 5 The character icon on the left side of the aiming control indicates that the first character corresponding to this icon is locked and aimed at. The camera angle of the scene is adjusted so that the first character is positioned at the aiming position of the crosshair icon, as shown below. Figure 6 As shown. After clicking on the character icon, Figure 6 Switch the aiming controls in the game to Figure 5 The location of the character icon on the left side of the middle is... Figure 6 In the middle, originally in Figure 5 The center aiming control displays the target character's icon at its designated position. A click on the character icon can be executed multiple times; for example, in... Figure 6 Based on this, you can continue to perform click operations and continue to switch the game character that is locked and aimed at.
[0066] In the above method, by clicking the aiming control and the character icon, you can switch the locked-on character while starting hip fire, which improves the smoothness and efficiency of the first aiming operation.
[0067] Furthermore, in response to a click operation on the aiming control, the display state of the aiming control is updated; the updated display state indicates that the crosshair is in a locked aiming state. This display state can be the color, symbol, brightness, etc. of the aiming control; Figure 2 and Figure 5 In the example, Figure 2 This is the display state when the aiming control is not clicked. Figure 5 This refers to the display state of the aiming control after clicking it; the displayed symbols on the aiming control are updated. When the aiming control is clicked again, it reverts to its unclicked display state, indicating that the crosshair is not locked on.
[0068] In one approach, a first indicator is displayed in association with a target character; wherein the first indicator is used to indicate that the target character is locked onto and aimed at; and a second indicator is displayed in association with a game character other than the target character; wherein the second indicator is used to indicate that the game character can be locked onto and aimed at.
[0069] The first indicator can be text, symbols, graphics, etc., and can be displayed on the top, bottom, side, or other positions of the target character. After the first aiming operation is performed, the target character is automatically locked onto, and the display of this first indicator indicates which game character is currently being automatically locked onto. The second indicator can also be text, symbols, graphics, etc., and is usually different from the aforementioned first indicator for differentiation; for example... Figures 3-6 In the diagram, the first indicator is a black triangle, and the second indicator is a white triangle. The size of the first indicator is larger than that of the second indicator to highlight the currently locked target character. When the locked-on game character changes, the first and second indicator icons associated with that character also change accordingly.
[0070] In one implementation, the target character includes multiple character parts; part information is acquired; wherein the part information is used to indicate the selected target part; and a crosshair is controlled to lock onto the target part indicated by the part information of the target character.
[0071] Character body parts can include the head, chest, waist, legs, etc.; the damage value when each body part is hit can be preset, with body parts that deal higher damage considered the target character's weak points. Before performing the first aiming action, a target body part can be pre-selected, either by default or by the user; the name of the selected target body part is stored in the body part information. After performing the first aiming action, the system automatically locks onto and aims at the target body part of the target character.
[0072] Specifically, in response to a selection operation of a part identifier displayed in the graphical user interface, part information is determined, wherein different part identifiers correspond to different role parts.
[0073] The aforementioned first aiming operation and the selection operation here can be two independent operations. After aiming at the target character, the selection operation can be used to further select a body part, and locking the target is completed after the body part is selected. Alternatively, the first aiming operation and the selection operation can be consecutive operations. For example, the first aiming operation can be a long press operation, which confirms the target character, followed by a continuous swipe operation to select a specific body part. The selection is completed when the swipe operation ends. This swipe operation can trigger the display of body part indicators. Furthermore, the first aiming operation can also be a tap operation, and the selection operation can also be a tap operation.
[0074] In another approach, a part identifier for a character's body part is provided in the graphical user interface; this part identifier can be displayed in association with the aiming control; in response to a sliding operation applied to the aiming control and the part identifier, the first part identifier where the operation touch point is located is obtained when the sliding operation ends, the candidate part corresponding to the first part identifier is determined as the target part, and the part information corresponding to the target part is generated.
[0075] Each body part identifier can correspond to a character's body part. In actual implementation, the body part identifier can be displayed simultaneously with the aiming control, or its display can be controlled by setting a control. The aiming control can slide between body part identifiers, such as... Figure 7 In the example, the part icons of multiple character parts are arranged vertically. The aiming control is currently located on the chest part icon, which is obscured by the aiming control and therefore not displayed.
[0076] Slide the aiming control upwards, and if the slide ends at the head marker, then the head marker becomes the first target location, and the head is the target location. If you slide the aiming control downwards, and if the slide ends at the leg marker, then the leg marker becomes the first target location, and the leg is the target location. After selecting the target location, subsequent aiming actions will automatically lock onto the target character's target location.
[0077] It should be noted that the aforementioned first aiming operation is a long press or click operation on the aiming control. Here, when setting the part information, a sliding operation is performed on the aiming control, and the operation touch point of the sliding operation is located in the display area of the part identifier.
[0078] In one approach, the aiming function is not compatible when displaying the part marker. That is, during the aforementioned sliding operation, if the operation touch point of the sliding operation stays in one position for a long time, forming a long press operation, the long press operation is not considered to be the first aiming operation, the aiming function is not triggered, and the target character is not locked.
[0079] In another approach, the aiming function is integrated when displaying the part marker. That is, during the aforementioned swipe operation, if the swipe touch point remains in one position for an extended period, forming a long press (the first aiming operation), the aiming function is triggered, locking onto the target character. Whether the aiming function is integrated when displaying the part marker can be configured by the user according to their needs.
[0080] Regarding the part marker, it can be displayed simultaneously with the aiming control, or its display can be enabled through the settings. The part marker can be associated with a close control; triggering the close control will cancel the display of the part marker.
[0081] In another approach, the graphical user interface provides part identifiers for character parts; the part identifiers are displayed in association with the aiming controls; in response to a sliding operation applied to the aiming controls and part identifiers, the second part identifier where the operation touch point of the sliding operation is located is obtained, the character part corresponding to the second part identifier is switched to the target part, and the crosshair is controlled to lock onto the target part of the target character after the switch.
[0082] During the aiming process, you can also switch the target part; when switching parts, a sliding operation is performed on the aiming control, and the operation touch point of the sliding operation is located in the display area of the part indicator.
[0083] like Figure 8 For example, character icons are located on either side of the aiming control, while body part icons are located at the top or bottom of the aiming control. Long-pressing the aiming control automatically selects the target character and the pre-selected body part, such as the chest. Swiping the aiming control up or down to toggle the selected body part; for example, swiping up updates the target character's head to the selected body part.
[0084] Additionally, when a game character appears on the scene, its weak points can be indicated by icons, which are the parts that will deal the most damage when hit. For example, weak points can be indicated by arrows, red or flashing icons. When selecting a target part, the user can set that weak point as the target part based on the weak point indicator.
[0085] In the above method, the aiming part is selected by operating the aiming control, which improves the convenience of part selection and the efficiency of operation.
[0086] Furthermore, when the crosshair is locked onto the target character, at least one character identifier for another game character besides the target character is provided in the graphical user interface; in response to a trigger operation for the character identifier, the first character corresponding to the triggered character identifier is determined, and the crosshair is switched from locking onto the target part of the target character to locking onto the target part corresponding to the first character.
[0087] When switching the locked-on target from the target character to the first character, the target body part of the target character that is locked on is first obtained. When switching to the first character, the target body part of the first character is locked on in the same way. For example, when the target character is locked on, the target is the head. When switching to the first character, the target is the head.
[0088] As mentioned above, the selected target character and the selected target body part can be updated by sliding the aiming control. Therefore, when the sliding operation on the aiming control is performed, if the operation touch point is detected to move within the display area of the body part indicator, it means that the user is currently selecting a target body part. At this time, the control character indicator moves with the operation touch point to avoid the character indicator being too far away from the operation touch point, which would make it inconvenient to switch the target character selection.
[0089] For ease of understanding, Figure 8 and Figure 9 As an example, the part identifier display area is located at the top and bottom of the aiming control, while the character identifier is located on the left and right sides of the aiming control. When the swipe operation moves up or down, the operation touch point is located in the part identifier display area; as the operation touch point moves up or down, the character identifier is always located on the left and right sides of the operation touch point. This method improves the efficiency and convenience of switching characters and parts.
[0090] The interactive control method for the game provided in this embodiment can automatically lock onto the target character by using the crosshair standard, which can greatly reduce the operational pressure of aiming at the target. After the target character is hit, the aiming lock stops, and the user can adjust the shooting position through the touch points of the shooting control. The fun of the game lies in the operation process of firing and controlling recoil, which improves the fun and strategic nature of shooting operation.
[0091] See Figure 10 The illustrated interactive control device for a game provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair indicator. The game scene includes a controlled character, which is controlled via the terminal device. The device includes: The character determination module 1002 is used to determine the target character from the game characters contained in the current scene screen based on the aiming position of the crosshair mark in response to the first aiming operation. The aiming lock module 1004 is used to control the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains to follow the target character; The first shooting module 1006 is used to respond to the first shooting operation, control the controlled character to shoot at the target character, and control the crosshair to stop locking onto the target character; The second shooting module 1008 is used to control the aiming position of the crosshair based on the operation contacts of the second shooting operation after the crosshair stops locking onto the target character, and to control the controlled character to fire at the current aiming position.
[0092] The interactive control device for the aforementioned game provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene and a crosshair, and the game scene includes a controlled character controlled by the terminal device. The method includes: in response to a first aiming operation, determining a target character from the game characters included in the current scene based on the aiming position of the crosshair; controlling the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains aligned with the target character; in response to a first shooting operation, controlling the controlled character to shoot at the target character, and controlling the crosshair to stop locking onto the target character; after controlling the crosshair to stop locking onto the target character, in response to a second shooting operation, controlling the aiming position of the crosshair based on the operation contact of the second shooting operation, and controlling the controlled character to shoot towards the current aiming position.
[0093] In the above method, the target character is automatically locked when the first aiming operation is performed, and the lock-on aiming is canceled after the target character is shot. The aiming position is adjusted by the shooting operation, thereby improving the shooting hit rate. This method does not require manual aiming at the target before shooting, which simplifies the aiming operation and reduces the operational pressure.
[0094] The aforementioned character determination module is used to: identify the game character in the current scene that is closest to the aiming position of the crosshair as the target character.
[0095] The aforementioned first shooting module is used to: respond to the first shooting operation, control the aiming position of the crosshair to move to the location of the target character; control the controlled character to shoot and hit the target character.
[0096] The aforementioned device also includes a character switching module, used to: provide at least one character identifier for a game character other than the target character in the graphical user interface when the crosshair is locked on and aiming at the target character; and in response to a trigger operation on the character identifier, determine the first character corresponding to the triggered character identifier and switch the crosshair from locking on and aiming at the target character to locking on and aiming at the first character.
[0097] The aforementioned character switching module is used to: determine the target position based on the operation position of the first aiming operation and the positional relationship between the target character and other game characters besides the target character; and display the character identifier of the game character at the target position.
[0098] The aforementioned character determination module is used to: respond to a first trigger operation on the aiming control, control the controlled character to enter a first shooting mode, and determine the target character from the game characters contained in the current scene based on the aiming position of the crosshair.
[0099] The aforementioned character determination module is used to: respond to a second trigger operation on the aiming control, control the controlled character to enter a second shooting mode, and determine the target character from the game characters contained in the current scene based on the aiming position of the crosshair.
[0100] The operation position of the first aiming operation includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a long press operation on the aiming control; the device also includes a screen control module, used to: respond to the long press operation on the aiming control, control the controlled character to enter the first shooting mode, and control the magnification display of part of the scene screen; the character switching module is used to: respond to a sliding operation that is continuous with the long press operation, determine the game character corresponding to the character identifier where the operation touch point of the sliding operation is located as the first character, and switch the crosshair identifier from locking the target character to locking the first character.
[0101] The operation position of the first aiming operation mentioned above includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a click operation applied to the aiming control; the character switching module mentioned above is used to: respond to a click operation applied to a character identifier, determine the game character corresponding to the character identifier triggered by the click operation as the first character, and switch the crosshair identifier from locking onto the target character to locking onto the first character.
[0102] The aforementioned device also includes a status update module, used to: update the display status of the aiming control in response to a click operation applied to the aiming control; wherein the updated display status is used to indicate that the crosshair is in a locked aiming state.
[0103] The aforementioned device further includes an identification display module, used for: associating a first indicator with a target character; wherein the first indicator is used to indicate that the target character is locked and aimed at; and associating a second indicator with a game character other than the target character; wherein the second indicator is used to indicate that the game character can be locked and aimed at.
[0104] The aforementioned target character includes multiple character parts; the aforementioned locking and aiming module is used to: acquire part information; wherein, the part information is used to indicate the selected target part; and control the crosshair to lock and aim at the target part indicated by the part information of the target character.
[0105] The aforementioned locking and aiming module is used to: determine part information in response to a selection operation of part identifiers displayed in the graphical user interface, wherein different part identifiers correspond to different character parts.
[0106] The aforementioned device also includes a part switching module, used to: provide at least one character identifier for a game character other than the target character in the graphical user interface when the crosshair is locked on the target character; in response to a trigger operation for the character identifier, determine the first character corresponding to the triggered character identifier, and switch the crosshair from locking on the target part of the target character to locking on the target part of the first character.
[0107] This embodiment also provides an electronic device, including a processor and a memory. The memory stores computer-executable instructions that can be executed by the processor. The processor executes the computer-executable instructions to implement the interactive control method of the game described above. This electronic device can be a server or a terminal device.
[0108] See Figure 11 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores computer-executable instructions that can be executed by the processor 100. The processor 100 executes the computer-executable instructions to implement the interactive control method of the game described above.
[0109] Furthermore, Figure 11 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0110] The memory 101 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 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 11 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.
[0111] Processor 100 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 processor 100 or by instructions in software form. Processor 100 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. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0112] The processor in the aforementioned electronic device, by executing computer-executable instructions, can perform the following operations in the interactive control method of the aforementioned game: A game interaction control method provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a game scene and a crosshair, the game scene includes a controlled character, and the controlled character is controlled via the terminal device. The method includes: in response to a first aiming operation, determining a target character from game characters included in the current scene based on the aiming position of the crosshair; controlling the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains aligned with the target character; in response to a first shooting operation, controlling the controlled character to shoot at the target character, and controlling the crosshair to stop locking onto the target character; after controlling the crosshair to stop locking onto the target character, in response to a second shooting operation, controlling the aiming position of the crosshair based on an operation contact of the second shooting operation, and controlling the controlled character to shoot towards the current aiming position.
[0113] The above-mentioned method of determining the target character from the game characters contained in the current scene based on the aiming position of the crosshair includes: determining the game character in the current scene that is closest to the aiming position of the crosshair as the target character.
[0114] The above-mentioned response to the first shooting operation, controlling the controlled character to shoot at the target character, includes: in response to the first shooting operation, controlling the aiming position of the crosshair to move to the location of the target character; controlling the controlled character to shoot and hit the target character.
[0115] The above method also includes: when the crosshair is locked on the target character, providing at least one character identifier for another game character besides the target character in the graphical user interface; responding to a trigger operation for the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking on the target character to locking on the first character.
[0116] The above-mentioned provision of at least one character identifier for a game character other than the target character in the graphical user interface includes: determining the target position based on the operation position of the first aiming operation and the positional relationship between the game character other than the target character and the target character; and displaying the character identifier of the game character at the target position.
[0117] The above-mentioned response to the first aiming operation, determining the target character from the game characters contained in the current scene screen based on the aiming position of the crosshair, includes: responding to the first trigger operation on the aiming control, controlling the controlled character to enter the first shooting mode, and determining the target character from the game characters contained in the current scene screen based on the aiming position of the crosshair.
[0118] The above-mentioned response to the first aiming operation, determining the target character from the game characters included in the current scene screen based on the aiming position of the crosshair, includes: responding to the second trigger operation on the aiming control, controlling the controlled character to enter the second shooting mode, and determining the target character from the game characters included in the current scene screen based on the aiming position of the crosshair.
[0119] The operation position of the first aiming operation mentioned above includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a long press operation applied to the aiming control; the method also includes: responding to the long press operation applied to the aiming control, controlling the controlled character to enter the first shooting mode, and controlling the partial scene screen to be enlarged for display; responding to the trigger operation for the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair identifier from locking the target character to locking the first character, including: responding to a sliding operation that is continuous with the long press operation, determining the game character corresponding to the character identifier where the operation touch point of the sliding operation is located as the first character, and switching the crosshair identifier from locking the target character to locking the first character.
[0120] The operation position of the first aiming operation mentioned above includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a click operation on the aiming control; responding to a trigger operation for a character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking the target character to locking the first character, includes: responding to a click operation on a character identifier, determining the game character corresponding to the character identifier triggered by the click operation as the first character, and switching the crosshair from locking the target character to locking the first character.
[0121] The above method also includes: updating the display state of the aiming control in response to a click operation applied to the aiming control; wherein the updated display state is used to indicate that the crosshair is in a locked aiming state.
[0122] After the aforementioned control crosshair locks onto the target character, the method further includes: associating a first indicator with the target character; wherein the first indicator is used to indicate that the target character is locked onto; and associating a second indicator with a game character other than the target character; wherein the second indicator is used to indicate that the game character can be locked onto.
[0123] The aforementioned target character includes multiple character parts; the control crosshair is locked onto and aimed at the target character, including: acquiring part information; wherein, the part information is used to indicate the selected target part; the control crosshair is locked onto and aimed at the target part indicated by the part information of the target character.
[0124] The above-mentioned acquisition of part information includes: in response to a selection operation on a part identifier displayed in the graphical user interface, determining part information, wherein different part identifiers correspond to different role parts.
[0125] The above method further includes: when the crosshair is locked on the target character, providing at least one character identifier for another game character besides the target character in the graphical user interface; responding to a trigger operation for the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking on the target part of the target character to locking on the target part corresponding to the first character.
[0126] In the above method, the target character is automatically locked when the first aiming operation is performed, and the lock-on aiming is canceled after the target character is shot. The aiming position is adjusted by the shooting operation, thereby improving the shooting hit rate. This method does not require manual aiming at the target before shooting, which simplifies the aiming operation and reduces the operational pressure.
[0127] This embodiment also provides a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the interactive control method of the above-mentioned game.
[0128] The computer-executable instructions stored in the aforementioned computer-readable storage medium can, by executing the aforementioned computer-executable instructions, implement the following operations in the interactive control method of the game: A game interaction control method provides a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of a game scene and a crosshair, the game scene includes a controlled character, and the controlled character is controlled via the terminal device. The method includes: in response to a first aiming operation, determining a target character from game characters included in the current scene based on the aiming position of the crosshair; controlling the crosshair to lock onto the target character; wherein, when the crosshair locks onto the target character, the aiming position of the crosshair remains aligned with the target character; in response to a first shooting operation, controlling the controlled character to shoot at the target character, and controlling the crosshair to stop locking onto the target character; after controlling the crosshair to stop locking onto the target character, in response to a second shooting operation, controlling the aiming position of the crosshair based on an operation contact of the second shooting operation, and controlling the controlled character to shoot towards the current aiming position.
[0129] The above-mentioned method of determining the target character from the game characters contained in the current scene based on the aiming position of the crosshair includes: determining the game character in the current scene that is closest to the aiming position of the crosshair as the target character.
[0130] The above-mentioned response to the first shooting operation, controlling the controlled character to shoot at the target character, includes: in response to the first shooting operation, controlling the aiming position of the crosshair to move to the location of the target character; controlling the controlled character to shoot and hit the target character.
[0131] The above method also includes: when the crosshair is locked on the target character, providing at least one character identifier for another game character besides the target character in the graphical user interface; responding to a trigger operation for the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking on the target character to locking on the first character.
[0132] The above-mentioned provision of at least one character identifier for a game character other than the target character in the graphical user interface includes: determining the target position based on the operation position of the first aiming operation and the positional relationship between the game character other than the target character and the target character; and displaying the character identifier of the game character at the target position.
[0133] The above-mentioned response to the first aiming operation, determining the target character from the game characters contained in the current scene screen based on the aiming position of the crosshair, includes: responding to the first trigger operation on the aiming control, controlling the controlled character to enter the first shooting mode, and determining the target character from the game characters contained in the current scene screen based on the aiming position of the crosshair.
[0134] The above-mentioned response to the first aiming operation, determining the target character from the game characters included in the current scene screen based on the aiming position of the crosshair, includes: responding to the second trigger operation on the aiming control, controlling the controlled character to enter the second shooting mode, and determining the target character from the game characters included in the current scene screen based on the aiming position of the crosshair.
[0135] The operation position of the first aiming operation mentioned above includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a long press operation applied to the aiming control; the method also includes: responding to the long press operation applied to the aiming control, controlling the controlled character to enter the first shooting mode, and controlling the partial scene screen to be enlarged for display; responding to the trigger operation for the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair identifier from locking the target character to locking the first character, including: responding to a sliding operation that is continuous with the long press operation, determining the game character corresponding to the character identifier where the operation touch point of the sliding operation is located as the first character, and switching the crosshair identifier from locking the target character to locking the first character.
[0136] The operation position of the first aiming operation mentioned above includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a click operation on the aiming control; responding to a trigger operation for a character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking the target character to locking the first character, includes: responding to a click operation on a character identifier, determining the game character corresponding to the character identifier triggered by the click operation as the first character, and switching the crosshair from locking the target character to locking the first character.
[0137] The above method also includes: updating the display state of the aiming control in response to a click operation applied to the aiming control; wherein the updated display state is used to indicate that the crosshair is in a locked aiming state.
[0138] After the aforementioned control crosshair locks onto the target character, the method further includes: associating a first indicator with the target character; wherein the first indicator is used to indicate that the target character is locked onto; and associating a second indicator with a game character other than the target character; wherein the second indicator is used to indicate that the game character can be locked onto.
[0139] The aforementioned target character includes multiple character parts; the control crosshair is locked onto and aimed at the target character, including: acquiring part information; wherein, the part information is used to indicate the selected target part; the control crosshair is locked onto and aimed at the target part indicated by the part information of the target character.
[0140] The above-mentioned acquisition of part information includes: in response to a selection operation on a part identifier displayed in the graphical user interface, determining part information, wherein different part identifiers correspond to different role parts.
[0141] The above method further includes: when the crosshair is locked on the target character, providing at least one character identifier for another game character besides the target character in the graphical user interface; responding to a trigger operation for the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking on the target part of the target character to locking on the target part corresponding to the first character.
[0142] In the above method, the target character is automatically locked when the first aiming operation is performed, and the lock-on aiming is canceled after the target character is shot. The aiming position is adjusted by the shooting operation, thereby improving the shooting hit rate. This method does not require manual aiming at the target before shooting, which simplifies the aiming operation and reduces the operational pressure.
[0143] The computer program products of the game interaction control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.
[0144] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0145] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.
[0146] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or a portion 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 the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0147] In the description of this invention, 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 the invention and for 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 the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0148] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention 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 technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these 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 the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.
Claims
1. A method for interactive control of a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of the game scene and a crosshair, the game scene including a controlled character, the controlled character being controlled via the terminal device; the method includes: In response to the first aiming operation, the target character is determined from the game characters contained in the current scene screen based on the aiming position of the crosshair. The crosshair is controlled to lock onto and aim at the target character; wherein, when the crosshair is locked onto and aiming at the target character, the aiming position of the crosshair remains to follow the target character; In response to the first firing operation, the controlled character is controlled to fire at the target character, and the crosshair is controlled to stop locking onto and aiming at the target character; After the crosshair stops locking onto the target character, in response to the second firing operation, the aiming position of the crosshair is controlled based on the operation contact of the second firing operation, and the controlled character is controlled to fire at the current aiming position.
2. The method according to claim 1, characterized in that, Based on the aiming position of the crosshair, the target character is determined from the game characters contained in the current scene, including: The game character closest to the aiming position of the crosshair in the current scene is identified as the target character.
3. The method according to claim 1, characterized in that, In response to the first firing operation, controlling the controlled character to fire at the target character includes: In response to the first firing operation, the aiming position of the crosshair is moved to the location of the target character; Control the controlled character to shoot and hit the target character.
4. The method according to claim 1, characterized in that, The method further includes: While the crosshair is locked and aiming at the target character, the graphical user interface provides a character icon for at least one other game character besides the target character. In response to the trigger operation for the character identifier, the first character corresponding to the triggered character identifier is determined, and the crosshair is switched from locking onto the target character to locking onto the first character.
5. The method according to claim 4, characterized in that, The graphical user interface provides character identifiers for at least one other game character besides the target character, including: The target position is determined based on the operation position of the first aiming operation and the positional relationship between the target character and other game characters besides the target character; The character identifier of the game character is displayed at the target location.
6. The method according to claim 1, characterized in that, In response to the first aiming operation, based on the aiming position of the crosshair, the target character is determined from the game characters contained in the current scene, including: In response to a first trigger operation on the aiming control, the controlled character is controlled to enter a first shooting mode, and a target character is determined from the game characters contained in the current scene screen based on the aiming position of the crosshair.
7. The method according to claim 1, characterized in that, In response to the first aiming operation, based on the aiming position of the crosshair, the target character is determined from the game characters contained in the current scene, including: In response to a second trigger operation on the aiming control, the controlled character is controlled to enter a second shooting mode, and a target character is determined from the game characters contained in the current scene based on the aiming position of the crosshair.
8. The method according to claim 5, characterized in that, The operation position of the first aiming operation includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a long press operation on the aiming control; The method further includes: responding to a long press operation on the aiming control, controlling the controlled character to enter a first shooting mode, and controlling a portion of the scene screen to be enlarged for display; The response to the triggering operation of the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking onto the target character to locking onto the first character, includes: In response to a continuous swipe operation following the long press operation, the game character corresponding to the character identifier where the swipe operation touch point is located is identified as the first character, and the crosshair is switched from locking onto the target character to locking onto the first character.
9. The method according to claim 5, characterized in that, The operation position of the first aiming operation includes the location of the aiming control; the aiming control is used to respond to the first aiming operation; the first aiming operation includes a click operation performed on the aiming control; The response to the triggering operation of the character identifier, determining the first character corresponding to the triggered character identifier, and switching the crosshair from locking onto the target character to locking onto the first character, includes: In response to a click operation applied to the character identifier, the game character corresponding to the character identifier triggered by the click operation is identified as the first character, and the crosshair is switched from locking onto the target character to locking onto the first character.
10. The method according to claim 9, characterized in that, The method further includes: In response to a click operation applied to the aiming control, the display state of the aiming control is updated; wherein the updated display state is used to indicate that the crosshair is in a locked aiming state.
11. The method according to claim 1, characterized in that, After controlling the crosshair to lock onto and aim at the target character, the method further includes: The first indicator is associated with the target character; wherein the first indicator is used to indicate that the target character is locked and aimed at. The second indicator is displayed in association with a game character other than the target character; wherein the second indicator is used to indicate that the game character can be locked onto and targeted.
12. The method according to claim 1, characterized in that, The target character includes multiple character parts; controlling the crosshair to lock onto and aim at the target character includes: Obtain part information; wherein, the part information is used to indicate the selected target part; The crosshair is controlled to lock onto and aim at the target part indicated by the part information of the target character.
13. The method according to claim 12, characterized in that, The acquired location information includes: In response to a selection operation of a part identifier displayed in the graphical user interface, part information is determined, wherein different part identifiers correspond to different role parts.
14. The method according to claim 13, characterized in that, The method further includes: While the crosshair is locked and aiming at the target character, the graphical user interface provides a character icon for at least one other game character besides the target character. In response to the trigger operation for the character identifier, the first character corresponding to the triggered character identifier is determined, and the crosshair is switched from locking onto the target part of the target character to locking onto the target part corresponding to the first character.
15. An interactive control device for a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface displaying at least a portion of the game scene and a crosshair, the game scene including a controlled character, the controlled character being controlled via the terminal device; the device includes: The character determination module is used to determine the target character from the game characters contained in the current scene screen based on the aiming position of the crosshair mark in response to the first aiming operation. A locking aiming module is used to control the crosshair to lock onto and aim at the target character; wherein, when the crosshair is locked onto and aiming at the target character, the aiming position of the crosshair remains to follow the target character; The first firing module is used to respond to the first firing operation, control the controlled character to fire at the target character, and control the crosshair to stop locking onto and aiming at the target character; The second shooting module is used to, after controlling the crosshair to stop locking onto the target character, respond to the second shooting operation, control the aiming position of the crosshair based on the operation contact of the second shooting operation, and control the controlled character to fire at the current aiming position.
16. An electronic device, characterized in that, It includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the interactive control method of the game according to any one of claims 1-14.
17. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the interactive control method of the game as described in any one of claims 1-14.