Aiming control method, device and electronic equipment in a game

By dynamically adjusting the aiming direction parameters, the problem of inaccurate and unstable aiming in virtual character shooting is solved, improving the accuracy and stability of aiming control in the game and enhancing the player's operating experience.

CN122298030APending Publication Date: 2026-06-30NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2024-12-31
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

In existing games, when players control virtual characters to shoot, aiming is inaccurate and unstable, especially when the character is moving or driving a vehicle. The aiming direction is affected by speed and direction, resulting in a clunky feel and a reduced gaming experience.

Method used

By responding to movement and aiming control operations, the system acquires the corresponding parameters and dynamically adjusts the aiming direction parameters based on the virtual character's movement and operation parameters to control the aiming direction of virtual items, ensuring the stability and accuracy of the aiming direction.

Benefits of technology

It improves aiming accuracy and stability, enhancing the player's gaming experience, especially in complex and dynamic scenarios, ensuring aiming flexibility and precision.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This invention provides an aiming control method, device, and electronic device for games. In response to a movement control operation on a controlled virtual character, the method controls the movement of the controlled virtual character within the game scene. In response to an aiming control operation, it acquires the operation parameters of the aiming control operation. Based on the movement and operation parameters of the controlled virtual character, it determines the aiming direction change parameters of a first item controlled by the controlled virtual character. Based on the aiming direction change parameters, it determines the aiming direction corresponding to the first item and controls the first item to fire in the aiming direction. This method makes the aiming direction change caused by the player's aiming operation slower, improving aiming accuracy and stability, and enhancing the player's gaming experience.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and more specifically, to an aiming control method, device, and electronic device in games. Background Technology

[0002] In some games, players typically control a character to shoot. Before shooting, players need to use a joystick to aim. The aiming position is usually adjusted based on the parameters input to the joystick, and a shooting aiming curve is usually pre-set to map the joystick input parameters to changes in the aiming direction of the character. However, when the character moves, the changes in movement affect the aiming, often resulting in inaccurate aiming and unstable aiming direction, leading to a clunky gameplay experience and a poor player experience. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide an aiming control method, device and electronic device in games, so as to make the aiming direction change caused by the player's aiming operation more slow, improve the accuracy and stability of aiming, and improve the player's gaming experience.

[0004] In a first aspect, embodiments of the present invention provide an aiming control method in a game, the method comprising: controlling the controlled virtual character to move in a game scene in response to a movement control operation on the controlled virtual character; acquiring operation parameters of the aiming control operation in response to the aiming control operation; determining aiming direction change parameters of a first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character; determining the aiming direction corresponding to the first item based on the aiming direction change parameters, and controlling the first item to fire in the aiming direction.

[0005] Secondly, embodiments of the present invention provide an aiming control device in a game, the device comprising: a movement control module, configured to control the movement of the controlled virtual character in a game scene in response to a movement control operation on the controlled virtual character; an operation parameter acquisition module, configured to acquire operation parameters of the aiming control operation in response to the aiming control operation; an aiming direction change parameter determination module, configured to determine the aiming direction change parameters of a first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character; and a shooting control module, configured to determine the aiming direction corresponding to the first item based on the aiming direction change parameters and control the first item to fire in the aiming direction.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the aforementioned aiming control method in the game.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned aiming control method in the game.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned aiming control method, device, and electronic device in a game respond to movement control operations on a controlled virtual character, controlling the controlled virtual character to move within the game scene; responding to aiming control operations, acquiring the operation parameters of the aiming control operation; determining the aiming direction change parameters of a first item controlled by the controlled virtual character based on the movement and operation parameters of the controlled virtual character; and determining the aiming direction corresponding to the first item based on the aiming direction change parameters, controlling the first item to fire in the aiming direction. This method makes the aiming direction change caused by the player's aiming operation slower, improving the accuracy and stability of aiming and enhancing the player's gaming experience.

[0010] 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.

[0011] 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

[0012] 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.

[0013] Figure 1 A flowchart of an aiming control method in a game provided by an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of the velocity components of a controlled virtual object provided in an embodiment of the present invention;

[0015] Figure 3 A schematic diagram illustrating the trend of the rate of change as a function of the control value, provided for an embodiment of the present invention;

[0016] Figure 4 This is a schematic diagram of the structure of an aiming control device in a game provided by an embodiment of the present invention;

[0017] Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0018] 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.

[0019] In some games, players control a virtual character to shoot. Players typically use a joystick or mouse to control the character's aiming direction. The aiming system in the game usually adjusts the aiming direction based on a shooting aiming curve. The shooting aiming curve adjusts the viewpoint and aiming point based on the physical control signals input by the player (such as the push and direction of the joystick). However, when players control the virtual character to move quickly or drive vehicles, they often face complex control challenges. Especially in dynamic driving situations, aiming accuracy and stability are difficult to meet the player's needs. When the vehicle is moving at high speed, the character's aiming is also usually more affected by the vehicle's speed and direction. If this effect is not fully considered, it may lead to a clunky shooting experience for the player, reducing the game's control precision and enjoyment.

[0020] The aforementioned methods fail to account for changes in speed and direction of the character or the vehicle they are driving, resulting in clunky controls and a lack of dynamic adaptability during special gameplay modes such as car chases. When making rapid turns or driving at high speeds, players need to readjust their aim, but the existing mechanisms cannot provide sufficient responsiveness and feedback, impacting the gaming experience. During high-speed driving or turning, the aiming curve fails to adjust in time, causing aiming and shooting to deviate from the target, resulting in insufficient accuracy and affecting the gaming experience. Furthermore, the aforementioned methods do not allow players to adjust the aiming curve according to specific vehicle performance or driving scenarios, lacking flexible configuration options.

[0021] Based on this, embodiments of the present invention provide an aiming control method, device, and electronic device for games, which can be applied to various game scenarios that require skill release.

[0022] In one embodiment of this invention, the aiming control method in a game can run on a local terminal device or a server. When the aiming control method in a game runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0023] 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 aiming control method in the game 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.

[0024] 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.

[0025] See Figure 1 First, we will introduce an aiming control method in a game provided by an embodiment of the present invention. The method includes the following steps:

[0026] Step S102: In response to a movement control operation on the controlled virtual character, control the controlled virtual character to move within the game scene.

[0027] The aforementioned movement control operations can be implemented in various ways. For example, players can use human-computer interaction devices such as mice, keyboards, and gamepads to generate movement control operations, inputting control signals to the terminal device to control the movement of the controlled virtual character within the game scene. When the terminal device has a touchscreen, the graphical user interface is pre-set with controls for movement control operations, and players can also use the touchscreen to manipulate these controls, thereby achieving movement control of the controlled virtual character. Specific configurations can be tailored to individual needs and are not limited here.

[0028] Players can typically control the movement speed and direction of the controlled virtual character using movement controls. In some games, the movement speed of the controlled virtual character may be set to a fixed value, and the player can only control the direction of movement.

[0029] Players can directly control the virtual character to move within the virtual environment. The virtual character can ride or drive a virtual vehicle, and the player can control the virtual character's movement within the virtual environment by controlling the vehicle's direction and speed.

[0030] Step S104: In response to the aiming control operation, obtain the operation parameters of the aiming control operation.

[0031] Controlled virtual characters typically carry virtual items, or virtual items are mounted on virtual vehicles ridden by controlled virtual characters. When a controlled virtual character carries a virtual item, the relative position of the aiming parts of the controlled virtual character and the virtual item, as well as the orientation of the controlled virtual character, defines the aiming direction of the virtual item. When a virtual item is mounted on a virtual vehicle, the relative position of the aiming parts of the virtual vehicle and the virtual item, as well as the orientation of the virtual vehicle, defines the aiming direction of the virtual item. Changes in aiming direction are usually achieved by changing the relative position between the controlled virtual character or virtual vehicle and the virtual item. Aiming control operations typically change the relative orientation between the controlled virtual character or virtual vehicle and the virtual item.

[0032] For ease of reference, this virtual item will be referred to as the "first item". Players can adjust the aiming direction of the first item through aiming controls, that is, the direction in the game scene that the aiming part of the first item points to. In this way, players can control the virtual item to fire bullets, arrows, darts, etc. in the aiming direction in the game scene, causing damage to other virtual characters in the aiming direction.

[0033] The aiming control operations described above can be implemented in several ways. Players can perform aiming control operations through human-computer interaction devices. For example, players can control the joystick on a game controller to achieve aiming control. When the terminal device is equipped with a touchscreen, the graphical user interface is pre-set with controls for controlling the aiming direction, and players can also use the touchscreen to operate these controls to achieve aiming control. Specific settings can be configured according to needs and are not limited here.

[0034] The parameters for aiming control vary depending on the specific aiming operation. For example, when the graphical user interface includes controls for aiming direction, these controls offer corresponding operation methods, such as long presses and swipes, which can be implemented via touch. In this case, the parameters for aiming control can be the duration of a long press, or the direction and distance of a swipe. When players use a joystick for aiming control, they need to rotate the joystick, and the parameters can be the joystick's rotation angle and direction.

[0035] Step S106: Based on the movement parameters and operation parameters of the controlled virtual character, determine the aiming direction change parameters of the first prop controlled by the controlled virtual character.

[0036] The aforementioned movement parameters can include movement speed and direction. Generally, the controlled virtual character moves in the direction it is currently facing. When the controlled virtual character moves in another direction, it usually changes its facing direction. When the movement direction of the controlled virtual character changes, its facing direction also changes, thus affecting the aiming direction of virtual items. Similarly, when the movement direction of a virtual vehicle changes, its facing direction also changes, thus affecting the aiming direction of virtual items. If the player simultaneously controls the aiming direction of virtual items through aiming controls, the resulting aiming direction often fails to meet the player's control intentions, leading to unstable aiming and the changed aiming direction not satisfying the player's aiming needs.

[0037] To simulate the perspective of a controlled virtual character, a virtual camera is typically set up with its relative position fixed to the controlled virtual character. The orientation of this virtual camera can be used to simulate the aiming direction of the first item used by the controlled virtual character.

[0038] When a terminal device and a game controller are connected, players can control the movement of the virtual character and adjust the aiming direction using the game controller. A game controller typically includes at least two joysticks. Players can control the movement and rotation of the virtual character using one joystick and adjust the aiming direction using the other. Generally, players use the left joystick to control the movement and rotation of the virtual character and the right joystick for aiming. When the virtual character is driving a virtual vehicle, the joysticks controlling the virtual character can be used to control the movement and steering of the virtual vehicle.

[0039] When the player rotates the joystick controlling the character's movement from its initial position in a certain direction, the controlled virtual character will move in the direction corresponding to that direction within the game scene. For example, when the joystick moves from its initial position directly in front of it, the controlled virtual character will move in the direction of its current view. When the joystick's direction changes, the controlled virtual character will change its view direction and move in the new view direction. For example, when the joystick changes to point directly to the right of its initial position, the controlled virtual character will rotate its view to the right of its current view and move in that direction. During the controlled virtual character's movement, the virtual camera follows the character to maintain their relative positions. When the controlled virtual character's view direction changes, the virtual camera will also rotate accordingly to simulate the changed perspective of the controlled virtual character.

[0040] When the player rotates the joystick controlling the aiming direction from its initial position in a certain direction, it changes the aiming direction of the first item to the corresponding direction in the game scene. Since the aiming direction can also be considered as the player's field of vision, the virtual camera also needs to rotate based on the change in aiming direction, so that the virtual camera's orientation indicates the changed aiming direction.

[0041] When players control the movement of the virtual character and the aiming direction using two pre-set virtual joysticks on the graphical user interface, the control effect is also produced in the manner described above, which will not be elaborated here.

[0042] The aforementioned operation parameters typically control the direction and speed of change in the aiming direction. Since players usually use aiming controls to change the aiming direction in the desired direction, corrections to the direction of change determined by the operation parameters are not necessary. To ensure that the speed of change in the aiming direction of the first item is determined by the operation parameters, a pre-set correspondence between the operation parameters and the speed of change in the aiming direction can be established. For example, the operation parameters could be directly proportional to or positively correlated with the speed of change in the aiming direction.

[0043] Because the controlled virtual character carries a primary item, when the virtual character turns or moves, the primary item also turns or moves, causing its aiming direction to change. This means the speed of this change is affected not only by the aiming control operation but also by the speed of the virtual character's turning or moving, making it difficult for the player's aiming control to accurately reflect their aiming needs. Therefore, it's advisable to first determine if the virtual character's movement direction has changed. If so, determine the degree of change and, based on that degree, reduce the speed of the aiming direction change determined by the control parameters.

[0044] The degree of change in movement direction can be determined by the movement direction of the controlled virtual character at adjacent time points. Since there is a pre-set correspondence between the speed of change in operation parameters and the aiming direction, the operation parameters can be reduced first by decreasing the degree of change in movement direction, and then the speed of change in aiming direction can be reduced through mapping using this correspondence; alternatively, the speed of change in aiming direction corresponding to the operation parameters can be determined first based on the correspondence, and then the speed of change in aiming direction can be directly reduced by decreasing the degree of change in movement direction. The specific implementation method can be set according to requirements and is not limited here.

[0045] It is worth noting that, when the degree of change in movement direction is the same, the greater the value of the controlled virtual character's movement speed, the greater the change in the aiming direction of the first item. Therefore, when reducing the rate of change in the aiming direction determined by the operation parameters, both the degree of change in movement direction and the movement speed of the controlled virtual character can be considered to ensure that the reduction in the rate of change in the aiming direction determined by the operation parameters increases as both increase. When the controlled virtual character performs a slow turning movement, the change in the aiming direction of the first item is negligible. Therefore, the rate of change in the aiming direction can be corrected only after the controlled virtual character's movement speed reaches a preset specified speed.

[0046] Step S108: Based on the aiming direction change parameters, determine the aiming direction corresponding to the first item, and control the first item to fire in the aiming direction.

[0047] Once the player determines the aiming direction change parameters through aiming controls, they can then control the virtual camera's orientation based on these parameters. This ensures that the aiming direction of the first item matches the direction change caused by the aiming direction change parameters. Changing the virtual camera's orientation is typically achieved by rotating the virtual camera.

[0048] During the aiming direction adjustment process, the player can control the first item to fire in the current aiming direction after triggering a shooting action; alternatively, it can automatically fire at the enemy virtual character when the aiming direction is aligned with the enemy virtual character. Specific settings can be configured according to needs and are not limited here.

[0049] The aforementioned aiming control method in a game responds to movement control operations on the controlled virtual character, controlling the controlled virtual character to move within the game scene; responds to aiming control operations, acquiring the operation parameters of the aiming control operation; based on the movement and operation parameters of the controlled virtual character, determining the aiming direction change parameters of the first item controlled by the controlled virtual character; based on the aiming direction change parameters, determining the aiming direction corresponding to the first item, and controlling the first item to fire in the aiming direction. This method makes the aiming direction change caused by the player's aiming operation slower, improving the accuracy and stability of aiming, and enhancing the player's gaming experience.

[0050] The following embodiment provides a method for determining the aiming direction change parameters of a first item controlled by a controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character.

[0051] Since changes in the movement direction of the controlled virtual character have a significant impact on the aiming direction, in practical applications, the movement direction of the controlled virtual character can be monitored in real time. In response to changes in the movement direction of the controlled virtual character, the aiming direction change parameters of the first item controlled by the controlled virtual character can be determined based on the movement parameters and operation parameters of the controlled virtual character.

[0052] The aforementioned operating parameters may include control values. When the controlled virtual character is controlled via a terminal device, and the terminal device is connected to a joystick, and aiming control is achieved by the player moving the joystick, the control value can be used to indicate the angle between the current direction and the initial direction of the joystick in the joystick device. When the graphical user interface displays a virtual joystick control, aiming control is achieved by sliding the virtual joystick, and the control value can be the distance between the virtual joystick and the center position. Specific settings can be configured according to requirements and are not limited here.

[0053] The aforementioned aiming direction change parameters typically include the rate of change. There is an initial mapping relationship between the control value and the rate of change. In this initial mapping, the rate of change is positively correlated with the control value; specifically, it can be a direct proportion or a quadratic function, etc., without limitation here. As the control value decreases, the rate of change also decreases. The correction value determined by the control data can be used to correct the control value, making it decrease, or it can be used to correct the rate of change, making it decrease.

[0054] For example, a first correction value corresponding to the control value can be determined based on the movement parameters of the controlled virtual character. Then, based on the control value, the first correction value, and the initial mapping relationship, the change speed of the first item can be determined. Alternatively, the initial aiming direction speed parameter of the first item can be determined based on the control value and the initial mapping relationship; then, based on the movement parameters of the controlled virtual character, a second correction value corresponding to the initial aiming direction speed parameter can be determined; and based on the second correction value and the initial aiming direction speed parameter, the aiming direction change parameter of the first item can be determined.

[0055] Taking the correction of control values ​​as an example, this explains how to determine the aiming direction change parameters of the first item. During the movement of the controlled virtual character, it is necessary to determine the initial movement direction of the controlled virtual character, that is, the speed of the controlled virtual character before the change in movement direction. When the controlled virtual character moves in a fixed direction within a certain period of time after the change in movement direction, this fixed movement direction can be determined as the initial movement direction. After determining the initial movement direction, the direction perpendicular to the initial movement direction is determined as the target direction.

[0056] The movement parameters of a controlled virtual character include movement speed and direction. When a player controls a controlled virtual character to follow a virtual vehicle, the vehicle's movement parameters can be used as the controlled virtual character's movement parameters. In this case, the direction and speed can be used as the controlled virtual character's movement parameters.

[0057] After determining the target direction, it is necessary to determine the velocity component of the movement speed in the target direction based on the movement speed, movement direction, and target direction. For example... Figure 2 As shown, a circle represents the controlled virtual character, a dashed line represents the movement trajectory of the controlled virtual character, the arrow direction of V2 indicates the current movement direction of the controlled virtual character, the length of V2 indicates the current movement speed of the controlled virtual character, l represents the initial movement direction, m represents the target direction, and the component V1 of V2 in the m direction is the velocity component of the movement speed in the target direction. Based on the velocity component, a first correction value is determined. In specific implementations, a coefficient can be preset, and the product of the velocity component and this coefficient can be used as the first correction value. Then, based on the first correction value, the control values ​​are updated.

[0058] Since the greater the movement speed of the controlled virtual character, the greater its impact on the aiming direction, a speed threshold can be preset. When the movement speed is less than or equal to the preset threshold, the product of the speed component and a preset first coefficient is determined as a first correction value; when the movement speed is greater than the speed threshold, the product of the speed component and a preset second coefficient is determined as the first correction value. The second coefficient is greater than the first coefficient. For example, the first coefficient can be set to 0.3, and the second coefficient can be set to 0.5.

[0059] When determining the first correction value, a more complex mapping relationship can also be used. For example, the first correction value can be positively correlated with the velocity component, negatively correlated with the control value, and the first correction value can be set to 0 when the control data reaches its maximum, so that the velocity response curve before and after correction is as follows: Figure 3 As shown. Specific settings can be customized to your needs; no restrictions are imposed here.

[0060] When updating the control value, it is necessary to calculate the difference between the control value and the first correction value. In practical applications, the difference may be less than 0, but there is no control value less than 0 in the initial mapping relationship. Therefore, if the difference is less than 0, the updated control value can be set to 0; if the difference is greater than or equal to 0, the difference is set as the updated control value.

[0061] The following embodiment provides a method for determining the aiming direction of the first item based on the aiming direction change parameter.

[0062] The aforementioned aiming direction change parameters typically include the rate and direction of change. The controlled virtual character is usually controlled via a terminal device that provides a graphical user interface (GUI). This GUI displays a view of the game environment captured by a preset virtual camera. The orientation of the virtual camera determines the aiming direction of the first item.

[0063] In practical applications, the virtual camera can be rotated based on the movement direction, aiming direction change speed and change direction of the controlled virtual object. Then, the orientation of the rotated virtual camera can be determined as the aiming direction of the first prop.

[0064] This invention also provides another aiming control method in games, which... Figure 1 This method is implemented based on the method shown. Taking the example of a player controlling a virtual character driving a vehicle, this method illustrates the change in the aiming direction of the item during vehicle movement. During vehicle movement, this method adjusts the joystick aiming curve in real time to ensure that the player can more stably control the character's shooting aim, especially in dynamic and complex situations such as car chases, ensuring aiming accuracy and responsiveness.

[0065] During vehicle movement, the character's aiming curve is adjusted based on the vehicle's speed and direction. Specifically, when the vehicle turns, the aiming curve is corrected based on the component of the vehicle's instantaneous speed in its direction of movement before turning; this speed, known as the lateral turning offset speed, is adjusted in real time. When the vehicle's speed changes significantly, the adjustment range of the aiming curve also increases accordingly.

[0066] In practical implementation, when the vehicle's speed (V2) is within a certain threshold range (0 < V2 < m), the aiming curve will be augmented with V1*a, where a is a configurable coefficient. When the vehicle's speed (V2) exceeds this threshold (V2 > m), the aiming curve will be augmented with V1*b, where b is another configurable coefficient, and b > a. The correspondence between V1 and V2 is as follows: Figure 2 As shown.

[0067] This method adjusts the aiming curve in real time according to changes in vehicle speed, ensuring that players maintain flexible and accurate aiming under different driving conditions. The coefficients 'a' and 'b' can be customized according to different game settings and player preferences to adapt to different types of vehicles and driving scenarios.

[0068] This method adjusts the aiming curve in real time based on the vehicle's lateral turning deviation speed (V1) and its travel speed (V2), allowing the aiming curve to respond to changes in vehicle speed. This avoids the instability of traditional aiming systems at high speeds or during sharp turns, providing players with a more stable aiming experience. Furthermore, it allows for the design of more complex car chase gameplay, enhancing the overall challenge and fun of the game.

[0069] This method offers flexible configuration options, allowing developers or players to adjust the aiming curve correction coefficients (a and b) according to the vehicle's speed characteristics and game requirements.

[0070] This method dynamically corrects the aiming curve, meaning that the faster the vehicle's turning speed (V2) changes, the stronger the correction effect on the aiming curve. This ensures that the aiming correction can be dynamically adapted to complex game scenarios, enhances shooting feedback, and makes it easier for players to shoot accurately while moving at high speeds.

[0071] For the above method embodiments, see Figure 4 The embodiment of the present invention shown provides an aiming control device in a game, the device comprising:

[0072] The movement control module 402 is used to control the movement of the controlled virtual character in the game scene in response to a movement control operation on the controlled virtual character.

[0073] The operation parameter acquisition module 404 is used to acquire the operation parameters of the aiming control operation in response to the aiming control operation;

[0074] The aiming direction change parameter determination module 406 is used to determine the aiming direction change parameters of the first prop controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character.

[0075] The shooting control module 408 is used to determine the aiming direction of the first item based on the aiming direction change parameters, and control the first item to fire in the aiming direction.

[0076] The aforementioned aiming control device in a game responds to movement control operations on a controlled virtual character, controlling the virtual character to move within the game scene; it also responds to aiming control operations by acquiring the operation parameters of the aiming control operation; based on the movement and operation parameters of the controlled virtual character, it determines the aiming direction change parameters of a first item controlled by the virtual character; and based on the aiming direction change parameters, it determines the aiming direction corresponding to the first item and controls the first item to fire in that aiming direction. This method makes the aiming direction change caused by the player's aiming operation slower, improving aiming accuracy and stability, and enhancing the player's gaming experience.

[0077] The above-mentioned step of determining the aiming direction change parameters of the first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character includes: in response to a change in the movement direction of the controlled virtual character, determining the aiming direction change parameters of the first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character.

[0078] The aforementioned operating parameters include control values; the aiming direction change parameters include the rate of change; the control values ​​and the rate of change have an initial mapping relationship; the rate of change is positively correlated with the control values; the step of determining the aiming direction change parameters of the first item based on the movement parameters and operating parameters of the controlled virtual character includes: determining the first correction value corresponding to the control values ​​based on the movement parameters of the controlled virtual character; and determining the rate of change of the first item based on the control values, the first correction value, and the initial mapping relationship.

[0079] The aforementioned operating parameters include control values; the aiming direction change parameters include the change rate; the control values ​​and the change rate have an initial mapping relationship; the change rate is positively correlated with the control values; the step of determining the aiming direction change parameters of the first item based on the movement parameters and operating parameters of the controlled virtual character includes: determining the initial aiming direction speed parameter of the first item based on the control values ​​and the initial mapping relationship; determining the second correction value corresponding to the initial aiming direction speed parameter based on the movement parameters of the controlled virtual character; and determining the aiming direction change parameters of the first item based on the second correction value and the initial aiming direction speed parameter.

[0080] The above method further includes: determining the initial movement direction of the controlled virtual character; determining the direction perpendicular to the initial movement direction as the target direction; the movement parameters include movement speed and movement direction; and updating the control value based on the movement parameters of the controlled virtual character, including: determining the velocity component of the movement speed in the target direction based on the movement speed, movement direction, and target direction; determining a first correction value based on the velocity component; and updating the control value based on the first correction value.

[0081] The above-mentioned step of determining the first correction value based on the velocity component includes: in response to the movement speed being less than or equal to a preset velocity threshold, determining the product of the velocity component and a preset first coefficient as the first correction value; in response to the movement speed being greater than the velocity threshold, determining the product of the velocity component and a preset second coefficient as the first correction value; the second coefficient being greater than the first coefficient.

[0082] The steps for updating the control value based on the first correction value include: calculating the difference between the control value and the first correction value; if the difference is less than 0, setting the updated control value to 0; if the difference is greater than or equal to 0, setting the difference as the updated control value.

[0083] The above-mentioned step of determining the first correction value based on the velocity component includes: determining the first correction value based on the velocity component and the control value; the first correction value is positively correlated with the velocity component and negatively correlated with the control value.

[0084] The aforementioned controlled virtual character is controlled via a terminal device; the terminal device is connected to a joystick device; the control value is used to indicate the angle between the current direction and the initial direction of the joystick in the joystick device.

[0085] The above method also includes: controlling the controlled virtual character to follow the movement of the virtual vehicle; and determining the driving parameters of the virtual vehicle as the movement parameters of the controlled virtual character.

[0086] The aforementioned aiming direction change parameters include the change speed and change direction; a graphical user interface is provided through a terminal device; the graphical user interface displays a scene image captured by a preset virtual camera of the game scene where the controlled virtual character is located; the orientation of the virtual camera corresponds to the aiming direction of the first prop; the step of determining the aiming direction corresponding to the first prop based on the aiming direction change parameters includes: determining the orientation of the rotated virtual camera as the aiming direction of the first prop.

[0087] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aiming control method in the aforementioned game. Specifically:

[0088] In response to movement control operations targeting the controlled virtual character, the system controls the controlled virtual character to move within the game scene; in response to aiming control operations, the system acquires the operation parameters for the aiming control operations; based on the movement parameters and operation parameters of the controlled virtual character, the system determines the aiming direction change parameters of the first item controlled by the controlled virtual character; based on the aiming direction change parameters, the system determines the aiming direction corresponding to the first item and controls the first item to fire in the aiming direction.

[0089] The above method makes the changes in aiming direction caused by the player's aiming operation slower, improving the accuracy and stability of aiming and enhancing the player's gaming experience.

[0090] Optionally, the step of determining the aiming direction change parameters of the first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character includes: in response to a change in the movement direction of the controlled virtual character, determining the aiming direction change parameters of the first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character.

[0091] Optionally, the above operating parameters include control values; the aiming direction change parameters include the change rate; the control values ​​and the change rate have an initial mapping relationship; the change rate is positively correlated with the control values; the step of determining the aiming direction change parameters of the first item based on the movement parameters and operating parameters of the controlled virtual character includes: determining a first correction value corresponding to the control value based on the movement parameters of the controlled virtual character; and determining the change rate of the first item based on the control values, the first correction value, and the initial mapping relationship.

[0092] Optionally, the above-mentioned operation parameters include control values; the aiming direction change parameters include the change rate; the control values ​​and the change rate have an initial mapping relationship; the change rate is positively correlated with the control values; the step of determining the aiming direction change parameters of the first item based on the movement parameters and operation parameters of the controlled virtual character includes: determining the initial aiming direction speed parameter of the first item based on the control values ​​and the initial mapping relationship; determining the second correction value corresponding to the initial aiming direction speed parameter based on the movement parameters of the controlled virtual character; and determining the aiming direction change parameters of the first item based on the second correction value and the initial aiming direction speed parameter.

[0093] Optionally, the above method further includes: determining the initial movement direction of the controlled virtual character; determining the direction perpendicular to the initial movement direction as the target direction; the movement parameters include movement speed and movement direction; and updating the control value based on the movement parameters of the controlled virtual character, including: determining the velocity component of the movement speed in the target direction based on the movement speed, movement direction, and target direction; determining a first correction value based on the velocity component; and updating the control value based on the first correction value.

[0094] Optionally, the step of determining the first correction value based on the velocity component includes: in response to the movement speed being less than or equal to a preset velocity threshold, determining the product of the velocity component and a preset first coefficient as the first correction value; in response to the movement speed being greater than the velocity threshold, determining the product of the velocity component and a preset second coefficient as the first correction value; the second coefficient being greater than the first coefficient.

[0095] Optionally, the step of updating the control value based on the first correction value includes: calculating the difference between the control value and the first correction value; if the difference is less than 0, determining the updated control value as 0; if the difference is greater than or equal to 0, determining the difference as the updated control value.

[0096] Optionally, the step of determining the first correction value based on the velocity component includes: determining the first correction value based on the velocity component and the control value; the first correction value is positively correlated with the velocity component and negatively correlated with the control value.

[0097] Optionally, the aforementioned controlled virtual character is controlled via a terminal device; the terminal device is connected to a joystick device; the control value is used to indicate the angle between the current direction and the initial direction of the joystick in the joystick device.

[0098] Optionally, the above method further includes: controlling the controlled virtual character to follow the movement of the virtual vehicle; and determining the driving parameters of the virtual vehicle as the movement parameters of the controlled virtual character.

[0099] Optionally, the aforementioned aiming direction change parameters include the change speed and change direction; a graphical user interface is provided through the terminal device; the graphical user interface displays a scene image captured by a preset virtual camera of the game scene where the controlled virtual character is located; the orientation of the virtual camera corresponds to the aiming direction of the first prop; the step of determining the aiming direction corresponding to the first prop based on the aiming direction change parameters includes: determining the orientation of the rotated virtual camera as the aiming direction of the first prop.

[0100] See Figure 5 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aiming control method in the game described above.

[0101] Furthermore, Figure 5 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.

[0102] The memory 101 may include high-speed random access memory (RAM) or 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, or metropolitan area network. 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 5 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.

[0103] 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.

[0104] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the aiming control method in the above-mentioned game.

[0105] The present invention provides an aiming control method, device, and electronic device for games, including 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. Specifically:

[0106] In response to movement control operations targeting the controlled virtual character, the system controls the controlled virtual character to move within the game scene; in response to aiming control operations, the system acquires the operation parameters for the aiming control operations; based on the movement parameters and operation parameters of the controlled virtual character, the system determines the aiming direction change parameters of the first item controlled by the controlled virtual character; based on the aiming direction change parameters, the system determines the aiming direction corresponding to the first item and controls the first item to fire in the aiming direction.

[0107] The above method makes the changes in aiming direction caused by the player's aiming operation slower, improving the accuracy and stability of aiming and enhancing the player's gaming experience.

[0108] Optionally, the step of determining the aiming direction change parameters of the first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character includes: in response to a change in the movement direction of the controlled virtual character, determining the aiming direction change parameters of the first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character.

[0109] Optionally, the above operating parameters include control values; the aiming direction change parameters include the change rate; the control values ​​and the change rate have an initial mapping relationship; the change rate is positively correlated with the control values; the step of determining the aiming direction change parameters of the first item based on the movement parameters and operating parameters of the controlled virtual character includes: determining a first correction value corresponding to the control value based on the movement parameters of the controlled virtual character; and determining the change rate of the first item based on the control values, the first correction value, and the initial mapping relationship.

[0110] Optionally, the above-mentioned operation parameters include control values; the aiming direction change parameters include the change rate; the control values ​​and the change rate have an initial mapping relationship; the change rate is positively correlated with the control values; the step of determining the aiming direction change parameters of the first item based on the movement parameters and operation parameters of the controlled virtual character includes: determining the initial aiming direction speed parameter of the first item based on the control values ​​and the initial mapping relationship; determining the second correction value corresponding to the initial aiming direction speed parameter based on the movement parameters of the controlled virtual character; and determining the aiming direction change parameters of the first item based on the second correction value and the initial aiming direction speed parameter.

[0111] Optionally, the above method further includes: determining the initial movement direction of the controlled virtual character; determining the direction perpendicular to the initial movement direction as the target direction; the movement parameters include movement speed and movement direction; and updating the control value based on the movement parameters of the controlled virtual character, including: determining the velocity component of the movement speed in the target direction based on the movement speed, movement direction, and target direction; determining a first correction value based on the velocity component; and updating the control value based on the first correction value.

[0112] Optionally, the step of determining the first correction value based on the velocity component includes: in response to the movement speed being less than or equal to a preset velocity threshold, determining the product of the velocity component and a preset first coefficient as the first correction value; in response to the movement speed being greater than the velocity threshold, determining the product of the velocity component and a preset second coefficient as the first correction value; the second coefficient being greater than the first coefficient.

[0113] Optionally, the step of updating the control value based on the first correction value includes: calculating the difference between the control value and the first correction value; if the difference is less than 0, determining the updated control value as 0; if the difference is greater than or equal to 0, determining the difference as the updated control value.

[0114] Optionally, the step of determining the first correction value based on the velocity component includes: determining the first correction value based on the velocity component and the control value; the first correction value is positively correlated with the velocity component and negatively correlated with the control value.

[0115] Optionally, the aforementioned controlled virtual character is controlled via a terminal device; the terminal device is connected to a joystick device; the control value is used to indicate the angle between the current direction and the initial direction of the joystick in the joystick device.

[0116] Optionally, the above method further includes: controlling the controlled virtual character to follow the movement of the virtual vehicle; and determining the driving parameters of the virtual vehicle as the movement parameters of the controlled virtual character.

[0117] Optionally, the aforementioned aiming direction change parameters include the change speed and change direction; a graphical user interface is provided through the terminal device; the graphical user interface displays a scene image captured by a preset virtual camera of the game scene where the controlled virtual character is located; the orientation of the virtual camera corresponds to the aiming direction of the first prop; the step of determining the aiming direction corresponding to the first prop based on the aiming direction change parameters includes: determining the orientation of the rotated virtual camera as the aiming direction of the first prop.

[0118] See Figure 5As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the aiming control method in the game described above.

[0119] 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.

[0120] 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.

[0121] 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 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 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.

[0122] 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.

[0123] 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. An aiming control method in a game, characterized in that, The method includes: In response to a movement control operation on the controlled virtual character, the controlled virtual character is controlled to move within the game scene; In response to the aiming control operation, the operation parameters of the aiming control operation are obtained; Based on the movement parameters of the controlled virtual character and the operation parameters, the aiming direction change parameters of the first prop controlled by the controlled virtual character are determined; Based on the aiming direction change parameters, the aiming direction corresponding to the first item is determined, and the first item is controlled to fire in the aiming direction.

2. The method according to claim 1, characterized in that, The step of determining the aiming direction change parameters of the first item controlled by the controlled virtual character based on the movement parameters and operation parameters of the controlled virtual character includes: In response to a change in the movement direction of the controlled virtual character, the aiming direction change parameter of the first item controlled by the controlled virtual character is determined based on the movement parameters of the controlled virtual character and the operation parameters.

3. The method according to claim 1, characterized in that, The operating parameters include control values; the aiming direction change parameters include the change rate; the control values ​​and the change rate have an initial mapping relationship; the change rate is positively correlated with the control values; The step of determining the aiming direction change parameters of the first item based on the movement parameters of the controlled virtual character and the operation parameters includes: Based on the movement parameters of the controlled virtual character, a first correction value corresponding to the control value is determined; Based on the control value, the first correction value, and the initial mapping relationship, the rate of change of the first prop is determined.

4. The method according to claim 1, characterized in that, The operating parameters include control values; the aiming direction change parameters include the change rate; the control values ​​and the change rate have an initial mapping relationship; the change rate is positively correlated with the control values; The step of determining the aiming direction change parameters of the first item based on the movement parameters of the controlled virtual character and the operation parameters includes: Based on the control values ​​and the initial mapping relationship, the initial aiming direction speed parameters of the first prop are determined; Based on the movement parameters of the controlled virtual character, a second correction value corresponding to the initial aiming direction velocity parameter is determined; Based on the second correction value and the initial aiming direction velocity parameter, the aiming direction change parameter of the first item is determined.

5. The method according to claim 3, characterized in that, The method further includes: Determine the initial movement direction of the controlled virtual character; The direction perpendicular to the initial direction of movement is defined as the target direction; The movement parameters include movement speed and movement direction; the step of updating the control value based on the movement parameters of the controlled virtual character includes: Based on the moving speed, the moving direction, and the target direction, determine the velocity component of the moving speed in the target direction; Based on the velocity components, a first correction value is determined; The control value is updated based on the first correction value.

6. The method according to claim 5, characterized in that, The step of determining the first correction value based on the velocity component includes: In response to the movement speed being less than or equal to a preset speed threshold, the product of the speed component and a preset first coefficient is determined as a first correction value; In response to the movement speed being greater than the speed threshold, the product of the speed component and a preset second coefficient is determined as a first correction value; the second coefficient is greater than the first coefficient.

7. The method according to claim 5, characterized in that, The step of updating the control value based on the first correction value includes: Calculate the difference between the control value and the first correction value; If the difference is less than 0, the updated control value will be set to 0; If the difference is greater than or equal to 0, the difference is determined as the updated control value.

8. The method according to claim 5, characterized in that, The step of determining the first correction value based on the velocity component includes: Based on the velocity component and the control value, a first correction value is determined; the first correction value is positively correlated with the velocity component and negatively correlated with the control value.

9. The method according to claim 3, characterized in that, The controlled virtual character is controlled via a terminal device; the terminal device is connected to a joystick device; the control value is used to indicate the angle between the current direction and the initial direction of the joystick in the joystick device.

10. The method according to claim 1, characterized in that, The method further includes: Control the controlled virtual character to follow the virtual vehicle's movement; The driving parameters of the virtual vehicle are determined as the movement parameters of the controlled virtual character.

11. The method according to claim 1, characterized in that, The aiming direction change parameters include the change speed and the change direction; the movement parameters include the movement speed and the movement direction; a graphical user interface is provided through a terminal device; the graphical user interface displays a scene image captured by a preset virtual camera of the game scene where the controlled virtual character is located; the orientation of the virtual camera corresponds to the aiming direction of the first prop; The step of determining the aiming direction corresponding to the first prop based on the aiming direction change parameters includes: The virtual camera is rotated based on the movement direction of the controlled virtual character, the speed of change, and the direction of change. The orientation of the rotated virtual camera is determined as the aiming direction of the first prop.

12. An aiming control device for a game, characterized in that, The device includes: A movement control module is used to control the movement of the controlled virtual character in the game scene in response to a movement control operation on the controlled virtual character. An operation parameter acquisition module is used to acquire the operation parameters of the aiming control operation in response to the aiming control operation; The aiming direction change parameter determination module is used to determine the aiming direction change parameters of the first prop controlled by the controlled virtual character based on the movement parameters of the controlled virtual character and the operation parameters. The shooting control module is used to determine the aiming direction corresponding to the first prop based on the aiming direction change parameters, and control the first prop to fire in the aiming direction.

13. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the aiming control method in the game according to any one of claims 1-11.

14. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the aiming control method in the game as described in any one of claims 1-11.