Shooting game hit point positioning method and device, electronic equipment and storage medium

By obtaining the target marker coordinates in the shooting game, calculating the transformation matrix, and using the wall boundary range for hit point positioning, the problem of inaccurate hit points in multi-wall splicing scenarios is solved, enabling continuous aiming across walls and multiplayer combat, thus improving the accuracy and immersion of the game.

CN122499475APending Publication Date: 2026-08-04JIHUA LAB
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
JIHUA LAB
Filing Date
2026-06-29
Publication Date
2026-08-04

AI Technical Summary

Technical Problem

In multi-wall splicing scenarios, existing technologies result in inaccurate hit point positioning in shooting games and a high reliance on inertial measurement units, leading to broken aiming across walls and reduced immersion.

Method used

By acquiring the coordinates of the target marker on the wall and the gun body, calculating the transformation matrix information, mapping the crosshair reference coordinates to the wall coordinate system, and using the wall boundary range to continuously locate the hit point across the wall, the trajectory is predicted by combining the pose information of the inertial measurement unit.

Benefits of technology

It achieves accurate and stable hit point positioning in shooting games with multiple walls, ensuring continuous aiming across walls and multiplayer combat, thus enhancing the game's immersion and smoothness.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application belongs to the technical field of shooting games, and discloses a shooting game hit point positioning method and device, an electronic device and a storage medium. The method comprises the following steps: in a multi-faceted wall spliced shooting scene, obtaining an angle point game coordinate of a target mark in a corresponding target wall surface and an angle point image coordinate of the target mark in a corresponding shooting device of a target gun body; performing conversion matrix calculation according to the angle point game coordinate and the angle point image coordinate to obtain conversion matrix information between the angle point game coordinate and the angle point image coordinate; mapping a preset foresight reference coordinate in the target gun body to a wall surface coordinate system of the target wall surface by using the conversion matrix information to obtain a hit point wall surface coordinate; and performing hit point cross-wall continuous positioning based on the hit point wall surface coordinate and a wall surface boundary range of the target wall surface to obtain shooting game picture information. Through the above method, low-cost cross-wall continuous aiming of the shooting game is realized.
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Description

Technical Field

[0001] This application relates to the technical field of shooting games, and more specifically, to a method, apparatus, electronic device, and storage medium for locating hit points in shooting games. Background Technology

[0002] With the development of indoor immersive entertainment and military and police simulation training, multi-wall splicing immersive shooting systems based on projection / LED display walls are becoming increasingly popular. In a typical multi-wall splicing shooting scenario, multiple walls enclose a display space, requiring real-time tracking of the gun pointing of multiple users and stable mapping of the crosshairs or hit points to a unified coordinate system on each wall to achieve continuous aiming across walls and multi-person combat.

[0003] However, in scenarios with multiple walls, existing technologies often encounter problems when users aim across walls or aim close to the wall seams. The lack of a unified coordinate reference at these seams leads to deviations and jumps in the crosshair or hit point, causing aiming failures and severely impacting the user's shooting experience and game immersion. Furthermore, existing technologies heavily rely on inertial measurement units (IMUs) for positioning. Delays in the IMU can further exacerbate the inaccuracy of hit point positioning, thus affecting the overall shooting game experience.

[0004] To address the aforementioned issues, existing technologies urgently need improvement. Summary of the Invention

[0005] The purpose of this application is to provide a method, device, electronic device, and storage medium for locating hit points in shooting games. By using the wall boundary range of the target wall, the wall coordinates of the hit point obtained by mapping using transformation matrix information are continuously located across walls to obtain shooting game screen information. This solves the problems of inaccurate hit point location and high dependence on inertial measurement units in existing shooting games in multi-wall splicing scenarios. It enables continuous aiming across walls and multiplayer combat, ensuring the accuracy and stability of hit point location, and realizing low-cost continuous aiming across walls in shooting games.

[0006] Firstly, this application provides a method for locating the hit point in a shooting game, including: In a multi-wall splicing shooting scenario, obtain the game coordinates of the corner point of the target marker on the corresponding target wall and the image coordinates of the corner point of the target marker on the corresponding shooting device of the target gun; Based on the corner point game coordinates and the corner point image coordinates, a transformation matrix is ​​calculated to obtain the transformation matrix information between the corner point game coordinates and the corner point image coordinates; Using the transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the wall coordinate system of the target wall to obtain the wall coordinates of the hit point; Based on the wall coordinates of the hit point and the wall boundary range of the target wall, the hit point is continuously located across the wall to obtain the shooting game screen information.

[0007] The hit point positioning method for shooting games provided in this application can achieve hit point positioning in shooting games. By using the wall boundary range of the target wall, the hit point wall coordinates obtained by mapping using transformation matrix information are continuously positioned across walls to obtain shooting game screen information. This solves the problems of inaccurate hit point positioning and high dependence on inertial measurement units in existing shooting games in multi-wall splicing scenarios. It enables continuous aiming across walls and multiplayer combat, ensuring the accuracy and stability of hit point positioning, and realizing low-cost continuous aiming across walls in shooting games.

[0008] Optionally, the game coordinates of the corner point of the target marker on the corresponding target wall and the image coordinates of the corner point of the target marker on the corresponding shooting device of the target gun are obtained, including: Acquire image information captured by the camera corresponding to the target gun body; From the image information, extract the marker identification information of the target marker, and identify the corner image coordinates of the target marker in the shooting device; Extract the target wall information corresponding to the marked identification information from the preset database; In the target wall information, determine the corner coordinates of the corresponding target marker on the corresponding target wall.

[0009] Optionally, based on the wall coordinates of the hit point and the wall boundary range of the target wall, continuous cross-wall positioning of the hit point is performed to obtain shooting game screen information, including: Based on the preset wall game coordinate relationship, the wall coordinates of the hit point are converted into the game screen to obtain the game screen coordinates of the hit point; Based on the wall boundary range of the target wall in the preset database, the game screen coordinates of the hit point are judged to cross the wall boundary, and the game screen background information is obtained. Based on the game screen coordinates of the hit point and the game screen background information, the hit point is continuously located across the wall to obtain the shooting game screen information.

[0010] The hit point localization method for shooting games provided in this application can realize hit point localization in shooting games. It can make cross-wall boundary judgments based on the wall boundary range and select appropriate background information based on the boundary judgment results, thereby improving the smoothness of the game.

[0011] Optionally, based on the wall boundary range of the target wall in the preset database, the game screen coordinates of the hit point are determined to cross the wall boundary to obtain game screen background information, including: Based on the wall boundary range of the target wall in the preset database, calculate the minimum distance from the game screen coordinates of the hit point to the wall boundary of the target wall; Determine whether the minimum distance is less than a preset cross-boundary distance threshold; If so, then based on the minimum distance, select the wall adjacent to the target wall as the candidate background wall, and splice the target wall and the candidate background wall according to the preset splicing rules to obtain the game screen background information; If not, then based on the target wall information, the target wall is determined as the game screen background information.

[0012] The hit point positioning method for shooting games provided in this application can locate the hit point in shooting games. By calculating the minimum distance from the hit point to the wall boundary and comparing it with a preset threshold, it intelligently determines whether the hit point is close to the wall seam. When the hit point is close to the seam, it can automatically select an adjacent wall for splicing, ensuring the continuity of aiming.

[0013] Optionally, the target wall and the candidate background wall are spliced ​​together according to a preset splicing rule to obtain the game screen background information, including: Target marker detection is performed on the candidate background wall to obtain the game coordinates of the candidate corner points of the candidate target markers in the candidate background wall and the image coordinates of the candidate corner points of the candidate target markers in the corresponding shooting device of the target gun; the candidate target markers are the target markers in the candidate background wall; Based on the candidate corner point game coordinates and the candidate corner point image coordinates, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point. Based on the coordinates of the candidate wall and the target wall, the target wall and the candidate background wall are stitched together to obtain the background information of the game screen.

[0014] Optionally, based on the candidate corner point game coordinates and the candidate corner point image coordinates, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point, including: Based on the candidate corner game coordinates and the candidate corner image coordinates, a transformation matrix is ​​calculated to obtain candidate transformation matrix information between the candidate corner game coordinates and the candidate corner image coordinates; Using the candidate transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point.

[0015] Optionally, after continuously locating the hit point across walls based on the wall coordinates of the hit point and the wall boundary range of the target wall to obtain the shooting game screen information, the method further includes: Based on the pose information of the target gun body, the trajectory of the preset crosshair reference coordinates in the target gun body is predicted to obtain the predicted future crosshair coordinates. In the case that the target mark cannot be detected within a preset period, the predicted future crosshair coordinates are used to correct the wall coordinates of the hit point.

[0016] Secondly, this application provides a hit point positioning device for shooting games, comprising: The acquisition module is used to acquire the game coordinates of the corner point of the target mark on the corresponding target wall and the image coordinates of the corner point of the target mark on the corresponding shooting device of the target gun in a multi-wall splicing shooting scene; The calculation module is used to perform a transformation matrix calculation based on the corner game coordinates and the corner image coordinates to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates; The mapping module is used to map the preset crosshair reference coordinates in the target gun body to the wall coordinate system of the target wall using the transformation matrix information, so as to obtain the wall coordinates of the hit point. The positioning module is used to continuously locate the hit point across the wall based on the wall coordinates of the hit point and the wall boundary range of the target wall, so as to obtain the shooting game screen information.

[0017] This shooting game hit point positioning device uses the wall boundary range of the target wall to continuously locate the hit point across walls by mapping the wall coordinates obtained using transformation matrix information, thus obtaining the shooting game screen information. It solves the problems of inaccurate hit point positioning and high dependence on inertial measurement units in existing shooting games with multiple walls. It enables continuous aiming across walls and multiplayer combat, ensuring the accuracy and stability of hit point positioning, and realizing low-cost continuous aiming across walls in shooting games.

[0018] Thirdly, this application provides an electronic device, including a processor and a memory, wherein the memory stores a computer program executable by the processor, and when the processor executes the computer program, it performs the steps in the shooting game hit point positioning method described above.

[0019] Fourthly, this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, performs the steps of the shooting game hit point positioning method described above.

[0020] Beneficial effects: The shooting game hit point positioning method, device, electronic device and storage medium provided in this application, through the wall boundary range of the target wall, perform continuous cross-wall positioning of the hit point wall coordinates obtained by mapping using transformation matrix information, and obtain shooting game screen information. It solves the problems of inaccurate hit point positioning and high dependence on inertial measurement units in existing shooting games in multi-wall splicing scenarios. It can realize continuous cross-wall aiming and multi-player combat, ensure the accuracy and stability of hit point positioning, and realize low-cost continuous cross-wall aiming in shooting games. Attached Figure Description

[0021] Figure 1 A flowchart illustrating the method for locating the hit point in a shooting game provided in this application embodiment.

[0022] Figure 2 This is a schematic diagram of the shooting game hit point positioning device provided in the embodiments of this application.

[0023] Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application.

[0024] Labeling Explanation: 1. Acquisition Module; 2. Calculation Module; 3. Mapping Module; 4. Positioning Module; 301. Processor; 302. Memory; 303. Communication Bus. Detailed Implementation

[0025] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0026] It should be noted that similar reference numerals and letters in the following figures indicate similar items; therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. Furthermore, in the description of this application, terms such as "first," "second," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0027] Please refer to Figure 1 , Figure 1 This application discloses a method for locating hit points in a shooting game, as described in some embodiments, which is used to locate hit points in a shooting game and includes the following steps: Step S101: In the multi-wall splicing shooting scene, obtain the game coordinates of the corner point of the target mark on the corresponding target wall and the image coordinates of the corner point of the target mark on the corresponding shooting device of the target gun; Step S102: Based on the corner game coordinates and the corner image coordinates, perform a transformation matrix calculation to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates; Step S103: Using the transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the wall coordinate system of the target wall to obtain the wall coordinates of the hit point. Step S104: Based on the wall coordinates of the hit point and the wall boundary range of the target wall, perform continuous positioning of the hit point across the wall to obtain shooting game screen information.

[0028] This shooting game hit point positioning method uses the wall boundary range of the target wall to continuously locate the hit point across walls by mapping the wall coordinates obtained using transformation matrix information, thus obtaining the shooting game screen information. It solves the problems of inaccurate hit point positioning and high dependence on inertial measurement units in existing shooting games with multiple walls. It enables continuous aiming across walls and multiplayer combat, ensuring the accuracy and stability of hit point positioning, and realizing low-cost continuous aiming across walls in shooting games.

[0029] Specifically, in step S101, obtaining the corner coordinates of the target marker on the corresponding target wall and the corner image coordinates of the target marker on the corresponding shooting device of the target gun includes: Acquire image information captured by the camera corresponding to the target gun body; Extract the marker identification information of the target marker from the image information, and identify the corner image coordinates of the target marker in the shooting device; Extract the target wall information corresponding to the marked identification information from the preset database; In the target wall information, determine the corner coordinates of the corresponding target marker on the corresponding target wall.

[0030] In step S101, in the multi-wall splicing shooting scenario (i.e., a shooting space scenario composed of multiple walls spliced ​​together), existing image recognition technology is first used to identify target markers and extract their marking information from images captured by the shooting device corresponding to the target gun, as well as the corner coordinates of the markers within the shooting device. Subsequently, based on the acquired marking information, the target wall information corresponding to that marking information is accurately extracted from a preset database. Finally, by searching through the extracted target wall information, the corner coordinates of the target marker within the corresponding target wall can be precisely determined.

[0031] In this context, a target marker refers to a pre-placed identifier with a specific pattern or code on the target wall, or a pre-projected identifier with a specific pattern or code onto the target wall. Its purpose is to provide a recognizable reference point for the shooting equipment, facilitating subsequent coordinate calculation and mapping. Target markers can be QR codes, AR tags, various planar coded tags (such as AprilTag), or patterns of specific shapes. Each target marker has a different pattern, and the position of each target marker on the wall (i.e., its center position) and the positions of its corner points (i.e., corner game coordinates) are known. A corner point refers to any corner within an outer rectangle (usually the smallest outer rectangle) set with the target marker as the target. Corner game coordinates refer to the three-dimensional or two-dimensional coordinates of the target marker (placed or projected) in the actual physical target wall coordinate system, determined based on the corner points of the target marker. Based on the pattern of the target marker, a smallest outer rectangle can be set, and a corner within this rectangle can be selected as the corner point. Therefore, the corner game coordinates corresponding to the target marker can be determined based on the position of the corner point.

[0032] The target weapon refers to the simulated firearm used by the user in the shooting game. It usually integrates a camera or other imaging device to capture image information of the target wall. Corner image coordinates refer to the pixel coordinates of the target mark in the image captured by the imaging device. These coordinates can be extracted from the image using image processing algorithms (such as corner detection algorithms) and reflect the position of the target mark in the image.

[0033] The marking and identification information refers to the data obtained after the target marking is identified by the shooting device, which can uniquely identify the target marking and the target wall on which it is located, including but not limited to the number of the target marking, its location, and the number of the corresponding target wall.

[0034] The default database can be a digital storage space that stores multiple target walls and their information, as well as corresponding target markers and their identification information. Target wall information refers to all data associated with a specific target wall, including but not limited to the target wall's size, shape, location, number, and the corner coordinates of all target markers on it.

[0035] Specifically, in step S102, after obtaining the corner game coordinates and corner image coordinates, a transformation matrix needs to be calculated based on these coordinates to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates. For example, the homography matrix calculation method can be used, which calculates the transformation matrix information using at least four pairs of non-collinear corresponding points (i.e., corner game coordinates and corner image coordinates). Alternatively, an algorithm based on perspective transformation can be used to calculate the transformation matrix. Perspective transformation is a transformation that projects a two-dimensional image onto another two-dimensional plane. It can simulate the perspective effect in three-dimensional space (similar to the homography matrix calculation method). Using at least four pairs of non-collinear corresponding points (i.e., corner game coordinates and corner image coordinates), a 3x3 perspective transformation matrix can be solved. This perspective transformation matrix can map points in the image coordinate system to the wall coordinate system, and vice versa. Alternatively, the getPerspectiveTransform function in the OpenCV library can also be used to calculate the transformation matrix. The homography matrix calculation method, the perspective transformation-based algorithm, and the getPerspectiveTransform function are existing technologies and will not be described in detail here.

[0036] The specific formula for calculating the transformation matrix information is as follows: ; in, For transformation matrix information; It can be any one of the following: homography matrix calculation method, perspective transformation-based algorithm, and getPerspectiveTransform function; The coordinates of the corner point image; The coordinates of the corner point in the game.

[0037] Specifically, in step S103, after obtaining the transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the wall coordinate system of the target wall using the transformation matrix information, thereby obtaining the wall coordinates of the hit point.

[0038] The front sight reference coordinates are a fixed point inside the target gun body, representing the aiming direction of the firearm. For example, these coordinates can be preset as the position of the muzzle center point in the image coordinate system of the capturing device. When the user aims, there is a geometric transformation relationship between the image captured by the capturing device and the target wall, which is described by the previously calculated transformation matrix information. By performing a matrix multiplication operation between the front sight reference coordinates and the transformation matrix information, it can be mapped from the image coordinate system of the capturing device to the wall coordinate system of the target wall, thus obtaining the wall coordinates of the point of impact.

[0039] The specific formula for calculating the coordinates of the wall surface at the point of impact is as follows: ; in, The coordinates of the wall where the hit point was located. The x-coordinate of the wall coordinate system at the point of impact. The vertical coordinate of the wall coordinate system at the point of impact; The x-coordinate in the crosshair reference coordinate system; The vertical coordinate in the crosshair reference coordinate system; The calculation function for converting the crosshair reference coordinates into the wall coordinates of the hit point using the transformation matrix information can be obtained in advance through experiments.

[0040] Specifically, in step S104, based on the wall coordinates of the hit point and the wall boundary range of the target wall, continuous cross-wall positioning of the hit point is performed to obtain shooting game screen information, including: Based on the preset wall game coordinate relationship, the wall coordinates of the hit point are converted into the game screen to obtain the game screen coordinates of the hit point; Based on the wall boundary range of the target wall in the preset database, the game screen coordinates of the hit point are judged to cross the wall boundary, and the game screen background information is obtained. Based on the game screen coordinates of the hit point and the game screen background information, the hit point is continuously located across the wall to obtain the shooting game screen information.

[0041] In step S104, when converting the wall coordinates of the hit point to the game screen, a pre-defined wall-game coordinate relationship needs to be established. This wall-game coordinate relationship is a mapping rule or transformation function used to accurately map coordinate points on the actual physical wall to coordinate points in the virtual game screen. For example, it can be established through a calibration process so that specific points on the wall correspond to specific pixels in the game screen, thereby ensuring that the wall coordinates of the hit point can be accurately presented in the game screen. The wall-game coordinate relationship enables seamless connection between physical space and virtual game space, providing a foundation for subsequent hit point positioning.

[0042] Specifically, in step S104, based on the wall boundary range of the target wall in the preset database, the game screen coordinates of the hit point are judged across the wall boundary to obtain the game screen background information, including: Based on the wall boundary range of the target wall in the preset database, calculate the minimum distance from the game screen coordinates of the hit point to the wall boundary of the target wall; Determine whether the minimum distance is less than the preset cross-boundary distance threshold; If so, then based on the minimum distance, select the wall adjacent to the target wall as the candidate background wall, and according to the preset splicing rules, splice the target wall and the candidate background wall to obtain the background information of the game screen; If not, the target wall will be determined as the background information of the game screen based on the target wall information.

[0043] In step S104, based on the wall boundary range of the target wall in the preset database, the minimum distance from the game screen coordinates of the hit point to the wall boundary of the target wall is calculated, that is, the closest distance from the game screen coordinates of the hit point to the wall boundary of the target wall. This minimum distance can be calculated based on the geometric relationship between the game screen coordinates of the hit point and the target wall boundary. For example, when the target wall is rectangular, the shortest distance from the hit point to the four sides of the rectangle can be calculated to quantify the proximity of the hit point to the wall boundary.

[0044] The system determines whether the minimum distance is less than a preset boundary-crossing distance threshold to decide whether the hit point's game screen coordinates are about to cross over to another target wall. The preset boundary-crossing distance threshold is a configurable parameter that defines the range within which the hit point is considered to be "approaching or crossing the boundary," providing a basis for determining whether to include the adjacent wall background. The preset boundary-crossing distance threshold can be adjusted based on the actual game scene, wall size, and desired stitching effect. For example, it can be set to 5 cm, 10 cm, or smaller values.

[0045] When the minimum distance is less than the preset cross-boundary distance threshold, it can be determined that the hit point is about to cross the boundary. To ensure a seamless visual transition between the target wall and the candidate background wall, among the walls adjacent to the target wall, the wall with the boundary corresponding to the minimum distance as its adjacent boundary is selected as the candidate background wall. The candidate background wall can provide suitable background content for subsequent wall splicing. For example, if the hit point is close to the right boundary of the target wall, that is, the wall boundary corresponding to the minimum distance is the right boundary, then the adjacent wall to the right of the target wall is selected as the candidate background wall. According to the preset splicing rules, through operations including image fusion, coordinate system alignment, and content cropping, a seamless visual transition between the target wall and the candidate background wall is ensured to generate an extended and coherent game screen background.

[0046] The adjacent wall can be a wall that is predefined in the database and is physically adjacent to the target wall.

[0047] When the minimum distance is greater than or equal to the preset cross-boundary distance threshold, it can be determined that the hit point remains on the target wall and moves there. Based on the target wall information, the target wall is determined as the background information of the game screen, so as to simply use the target wall as the only background.

[0048] The aforementioned mechanism allows the game screen to dynamically adjust the background content based on the location of the hit point, ensuring that even if the hit point is close to or crosses the physical wall boundary, players can experience a smooth and continuous visual transition, greatly enhancing the game's realism and immersion.

[0049] Specifically, in step S104, the target wall and the candidate background wall are spliced ​​together according to preset splicing rules to obtain the game screen background information, including: Target marker detection is performed on the candidate background wall to obtain the game coordinates of the candidate corner points of the candidate target markers in the candidate background wall and the image coordinates of the candidate corner points of the candidate target markers in the corresponding shooting device of the target gun; the candidate target markers are the target markers in the candidate background wall; Based on the game coordinates and image coordinates of the candidate corner points, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point. Based on the coordinates of the candidate wall at the hit point and the wall at the hit point, the target wall and the candidate background wall are stitched together to obtain the background information of the game screen.

[0050] In step S104, when it is necessary to stitch the target wall with the candidate background wall, the candidate background wall first needs to be marked with a target marker to obtain the candidate corner game coordinates of the candidate target marker and the candidate corner image coordinates of the candidate target marker in the image captured by the camera. The candidate corner game coordinates refer to the position information of the candidate target marker (placed or projected) in the actual physical wall coordinate system in the game screen (i.e., the corner game coordinates of the candidate game corner), while the candidate corner image coordinates refer to the pixel position information of the candidate target marker in the image frame captured by the camera.

[0051] Specifically, in step S104, based on the candidate corner point game coordinates and candidate corner point image coordinates, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point, including: Based on the candidate corner point game coordinates and candidate corner point image coordinates, a transformation matrix is ​​calculated to obtain the candidate transformation matrix information between the candidate corner point game coordinates and the candidate corner point image coordinates; By using the candidate transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point.

[0052] In step S104, a transformation matrix is ​​calculated based on the candidate corner game coordinates and candidate corner image coordinates to establish a geometric transformation relationship between the image coordinate system of the shooting device and the wall coordinate system of the candidate background wall, thereby obtaining candidate transformation matrix information between the candidate corner game coordinates and the candidate corner image coordinates. For example, the homography matrix calculation method, the perspective transformation-based algorithm, and the getPerspectiveTransform function can be used to calculate the candidate transformation matrix information.

[0053] By performing a matrix multiplication operation between the crosshair reference coordinates and the candidate transformation matrix information, the image coordinate system associated with the target gun can be accurately transformed to the actual wall coordinate system of the candidate background wall, thus obtaining the candidate wall coordinates of the hit point. These candidate wall coordinates represent the theoretical impact point of the bullet on the candidate background wall if firing occurs under the current gun posture. Generally, the candidate wall coordinates of the hit point are not on the candidate background wall, but rather within the target wall.

[0054] Specifically, in step S104, the game screen content of the two walls is merged so that when the crosshair moves from one wall to another, the game screen transitions smoothly, and the hit point can be accurately positioned on the new background wall. For example, by calculating the relative positional relationship between the coordinates of the two hit points (the coordinates of the candidate wall and the wall where the hit point is located), the relative layout and connection points of the two walls (the target wall and the candidate background wall) in the game screen can be determined, thereby generating a continuous game screen background information.

[0055] After determining the specific location of the hit point in the game screen and the corresponding background information, the hit point and background information are combined to generate a complete shooting game screen. This allows the player to intuitively see the shooting result, enhances the game's immersion and feedback mechanism, and ensures the continuity, accuracy, and immersion of the game screen.

[0056] Specifically, in step S104, after continuously locating the hit point across the wall based on the wall coordinates of the hit point and the wall boundary range of the target wall, and obtaining the shooting game screen information, the following steps are also included: Based on the pose information of the target gun, the trajectory of the preset crosshair reference coordinates in the target gun is predicted to obtain the predicted future crosshair coordinates. If the target mark cannot be detected within a preset period, the predicted future crosshair coordinates are used to correct the coordinates of the wall at the point of impact.

[0057] In step S104, after acquiring the game screen, the current pose information of the target gun and its changing trend over time are used to estimate the position of the crosshair reference coordinates at a future moment. For example, algorithms such as Kalman filtering, extended Kalman filtering, and unscented Kalman filtering can be used to estimate and predict the motion state of the target gun (during prediction, the wall coordinates of the hit point determined by the transformation matrix information can be used to correct the error of the predicted coordinates to suppress prediction deviation and make the predicted coordinates more accurate), thereby obtaining the predicted future coordinates of the crosshair. These predicted future coordinates of the crosshair can provide a continuous and smooth estimate of the crosshair position, which can be maintained even when visual information is temporarily missing. The pose information of the target gun refers to the position and attitude data of the target gun in three-dimensional space. This pose information can be acquired in real time through an inertial measurement unit (IMU) integrated inside the target gun, an external optical tracking system, a magnetic sensor, or other positioning sensors. For example, the IMU can provide data such as the acceleration and angular velocity of the target gun. Through data fusion and attitude calculation, the real-time position and attitude of the target gun in the world coordinate system can be obtained.

[0058] If the imaging device fails to identify or locate the target marker in the image within a preset time interval (i.e., when the target marker is temporarily lost), a trajectory prediction mechanism will be activated. Instead of relying on the transformation matrix calculated from the target marker, this mechanism uses the predicted future coordinates of the crosshair, combined with the relative geometric relationship between the target gun and the target wall (e.g., a model determined through historical data or existing algorithms, such as a machine learning model), to directly estimate the coordinates of the hit point on the target wall. This correction mechanism ensures that the hit point location remains continuous and accurate even when the target marker is temporarily unavailable.

[0059] As shown above, this method for locating the hit point in a shooting game obtains the corner coordinates of the target marker on the corresponding target wall and the corner image coordinates of the target marker on the corresponding shooting device of the target gun. Based on the corner coordinates, a transformation matrix is ​​calculated to obtain the transformation matrix information between the corner coordinates and the corner image coordinates. Using the transformation matrix information, the preset crosshair reference coordinates in the target gun are mapped to the wall coordinate system of the target wall to obtain the wall coordinates of the hit point. Based on the wall coordinates of the hit point and the wall boundary range of the target wall, continuous cross-wall positioning of the hit point is performed to obtain the shooting game screen information. Thus, by using the wall boundary range of the target wall to continuously locate the hit point across walls using the wall coordinates obtained by mapping the transformation matrix information, continuous cross-wall positioning of the hit point is performed to obtain the shooting game screen information. This solves the problems of inaccurate hit point positioning and high dependence on inertial measurement units in existing shooting games in multi-wall splicing scenarios. It enables continuous cross-wall aiming and multi-player combat, ensuring the accuracy and stability of hit point positioning, and realizing low-cost continuous cross-wall aiming in shooting games.

[0060] refer to Figure 2 This application provides a hit point positioning device for shooting games, used for hitting point positioning in shooting games, including: Module 1 is used to acquire the game coordinates of the corner point of the target mark on the corresponding target wall and the image coordinates of the corner point of the target mark on the corresponding shooting device of the target gun in a multi-wall splicing shooting scene; Calculation module 2 is used to calculate the transformation matrix based on the corner game coordinates and the corner image coordinates to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates; Mapping module 3 is used to map the preset crosshair reference coordinates in the target gun body to the wall coordinate system of the target wall using the transformation matrix information, so as to obtain the wall coordinates of the hit point. Positioning module 4 is used to continuously locate the hit point across walls based on the wall coordinates of the hit point and the wall boundary range of the target wall, so as to obtain the shooting game screen information.

[0061] This shooting game hit point positioning device uses the wall boundary range of the target wall to continuously locate the hit point across walls by mapping the wall coordinates obtained using transformation matrix information, thus obtaining the shooting game screen information. It solves the problems of inaccurate hit point positioning and high dependence on inertial measurement units in existing shooting games with multiple walls. It enables continuous aiming across walls and multiplayer combat, ensuring the accuracy and stability of hit point positioning, and realizing low-cost continuous aiming across walls in shooting games.

[0062] Specifically, when acquiring the game coordinates of the corner point of the target marker on the corresponding target wall and the image coordinates of the corner point of the target marker in the corresponding shooting device of the target gun, module 1 executes: Acquire image information captured by the camera corresponding to the target gun body; Extract the marker identification information of the target marker from the image information, and identify the corner image coordinates of the target marker in the shooting device; Extract the target wall information corresponding to the marked identification information from the preset database; In the target wall information, determine the corner coordinates of the corresponding target marker on the corresponding target wall.

[0063] When module 1 executes, in a multi-walled shooting scenario (i.e., a shooting space composed of multiple walls), it first utilizes existing image recognition technology to identify target markers in real time from images captured by the camera corresponding to the target gun, extracting their marker information and their corner coordinates within the camera's image. Subsequently, based on the acquired marker information, it accurately extracts the target wall information corresponding to that marker from a pre-set database. Finally, by searching through the extracted target wall information, it precisely determines the corner coordinates of the target marker within the corresponding target wall.

[0064] In this context, a target marker refers to a pre-placed identifier with a specific pattern or code on the target wall, or a pre-projected identifier with a specific pattern or code onto the target wall. Its purpose is to provide a recognizable reference point for the shooting equipment, facilitating subsequent coordinate calculation and mapping. Target markers can be QR codes, AR tags, various planar coded tags (such as AprilTag), or patterns of specific shapes. Each target marker has a different pattern, and the position of each target marker on the wall (i.e., its center position) and the positions of its corner points (i.e., corner game coordinates) are known. A corner point refers to any corner within an outer rectangle (usually the smallest outer rectangle) set with the target marker as the target. Corner game coordinates refer to the three-dimensional or two-dimensional coordinates of the target marker (placed or projected) in the actual physical target wall coordinate system, determined based on the corner points of the target marker. Based on the pattern of the target marker, a smallest outer rectangle can be set, and a corner within this rectangle can be selected as the corner point. Therefore, the corner game coordinates corresponding to the target marker can be determined based on the position of the corner point.

[0065] The target weapon refers to the simulated firearm used by the user in the shooting game. It usually integrates a camera or other imaging device to capture image information of the target wall. Corner image coordinates refer to the pixel coordinates of the target mark in the image captured by the imaging device. These coordinates can be extracted from the image using image processing algorithms (such as corner detection algorithms) and reflect the position of the target mark in the image.

[0066] The marking and identification information refers to the data obtained after the target marking is identified by the shooting device, which can uniquely identify the target marking and the target wall on which it is located, including but not limited to the number of the target marking, its location, and the number of the corresponding target wall.

[0067] The default database can be a digital storage space that stores multiple target walls and their information, as well as corresponding target markers and their identification information. Target wall information refers to all data associated with a specific target wall, including but not limited to the target wall's size, shape, location, number, and the corner coordinates of all target markers on it.

[0068] Specifically, during execution, after obtaining the corner game coordinates and corner image coordinates, calculation module 2 needs to calculate a transformation matrix based on these coordinates to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates. For example, the homography matrix calculation method can be used, solving for at least four pairs of non-collinear corresponding points (i.e., corner game coordinates and corner image coordinates) to obtain the transformation matrix information. Alternatively, an algorithm based on perspective transformation can be used to calculate the transformation matrix. Perspective transformation is a transformation that projects a two-dimensional image onto another two-dimensional plane. It can simulate the perspective effect in three-dimensional space (similar to the homography matrix calculation method). Using at least four pairs of non-collinear corresponding points (i.e., corner game coordinates and corner image coordinates), a 3x3 perspective transformation matrix can be solved. This perspective transformation matrix can map points in the image coordinate system to the wall coordinate system, and vice versa. Alternatively, the getPerspectiveTransform function in the OpenCV library can also be used to calculate this transformation matrix. The homography matrix calculation method, the perspective transformation-based algorithm, and the getPerspectiveTransform function are existing technologies and will not be described in detail here.

[0069] The specific formula for calculating the transformation matrix information is as follows: ; in, For transformation matrix information; It can be any one of the following: homography matrix calculation method, perspective transformation-based algorithm, and getPerspectiveTransform function; The coordinates of the corner point image; The coordinates of the corner point in the game.

[0070] Specifically, when the mapping module 3 is executed, after obtaining the transformation matrix information, it uses the transformation matrix information to map the preset crosshair reference coordinates in the target gun body to the wall coordinate system of the target wall, thereby obtaining the wall coordinates of the hit point.

[0071] The front sight reference coordinates are a fixed point inside the target gun body, representing the aiming direction of the firearm. For example, these coordinates can be preset as the position of the muzzle center point in the image coordinate system of the capturing device. When the user aims, there is a geometric transformation relationship between the image captured by the capturing device and the target wall, which is described by the previously calculated transformation matrix information. By performing a matrix multiplication operation between the front sight reference coordinates and the transformation matrix information, it can be mapped from the image coordinate system of the capturing device to the wall coordinate system of the target wall, thus obtaining the wall coordinates of the point of impact.

[0072] The specific formula for calculating the coordinates of the wall surface at the point of impact is as follows: ; in, The coordinates of the wall where the hit point was located. The x-coordinate of the wall coordinate system at the point of impact. The vertical coordinate of the wall coordinate system at the point of impact; The x-coordinate in the crosshair reference coordinate system; The vertical coordinate in the crosshair reference coordinate system; The calculation function for converting the crosshair reference coordinates into the wall coordinates of the hit point using the transformation matrix information can be obtained in advance through experiments.

[0073] Specifically, when positioning module 4 performs continuous cross-wall positioning of the hit point based on the wall coordinates of the hit point and the wall boundary range of the target wall, and obtains the shooting game screen information, it executes: Based on the preset wall game coordinate relationship, the wall coordinates of the hit point are converted into the game screen to obtain the game screen coordinates of the hit point; Based on the wall boundary range of the target wall in the preset database, the game screen coordinates of the hit point are judged to cross the wall boundary, and the game screen background information is obtained. Based on the game screen coordinates of the hit point and the game screen background information, the hit point is continuously located across the wall to obtain the shooting game screen information.

[0074] When the positioning module 4 executes, it needs to preset the wall coordinate relationship when converting the coordinates of the hit point on the wall to the game screen. This wall coordinate relationship is a mapping rule or transformation function that can be pre-set in a database to accurately map the coordinates of the actual physical wall to the coordinates of the virtual game screen. For example, it can be established through a calibration process so that specific points on the wall correspond to specific pixels in the game screen, thereby ensuring that the wall coordinates of the hit point are accurately displayed in the game screen. The wall coordinate relationship enables seamless connection between physical space and virtual game space, providing a foundation for subsequent hit point positioning.

[0075] Specifically, when the positioning module 4 performs cross-wall boundary judgment on the game screen coordinates of the hit point based on the wall boundary range of the target wall in the preset database and obtains the game screen background information, it executes: Based on the wall boundary range of the target wall in the preset database, calculate the minimum distance from the game screen coordinates of the hit point to the wall boundary of the target wall; Determine whether the minimum distance is less than the preset cross-boundary distance threshold; If so, then based on the minimum distance, select the wall adjacent to the target wall as the candidate background wall, and according to the preset splicing rules, splice the target wall and the candidate background wall to obtain the background information of the game screen; If not, the target wall will be determined as the background information of the game screen based on the target wall information.

[0076] When the positioning module 4 is executed, it calculates the minimum distance from the game screen coordinates of the hit point to the wall boundary of the target wall based on the wall boundary range of the target wall in the preset database. That is, the shortest distance from the game screen coordinates of the hit point to the wall boundary of the target wall. This minimum distance can be calculated based on the geometric relationship between the game screen coordinates of the hit point and the target wall boundary. For example, when the target wall is rectangular, the shortest distance from the hit point to the four sides of the rectangle can be calculated to quantify the proximity of the hit point to the wall boundary.

[0077] The system determines whether the minimum distance is less than a preset boundary-crossing distance threshold to decide whether the hit point's game screen coordinates are about to cross over to another target wall. The preset boundary-crossing distance threshold is a configurable parameter that defines the range within which the hit point is considered to be "approaching or crossing the boundary," providing a basis for determining whether to include the adjacent wall background. The preset boundary-crossing distance threshold can be adjusted based on the actual game scene, wall size, and desired stitching effect. For example, it can be set to 5 cm, 10 cm, or smaller values.

[0078] When the minimum distance is less than the preset cross-boundary distance threshold, it can be determined that the hit point is about to cross the boundary. To ensure a seamless visual transition between the target wall and the candidate background wall, among the walls adjacent to the target wall, the wall with the boundary corresponding to the minimum distance as its adjacent boundary is selected as the candidate background wall. The candidate background wall can provide suitable background content for subsequent wall splicing. For example, if the hit point is close to the right boundary of the target wall, that is, the wall boundary corresponding to the minimum distance is the right boundary, then the adjacent wall to the right of the target wall is selected as the candidate background wall. According to the preset splicing rules, through operations including image fusion, coordinate system alignment, and content cropping, a seamless visual transition between the target wall and the candidate background wall is ensured to generate an extended and coherent game screen background.

[0079] The adjacent wall can be a wall that is predefined in the database and is physically adjacent to the target wall.

[0080] When the minimum distance is greater than or equal to the preset cross-boundary distance threshold, it can be determined that the hit point remains on the target wall and moves there. Based on the target wall information, the target wall is determined as the background information of the game screen, so as to simply use the target wall as the only background.

[0081] The aforementioned mechanism allows the game screen to dynamically adjust the background content based on the location of the hit point, ensuring that even if the hit point is close to or crosses the physical wall boundary, players can experience a smooth and continuous visual transition, greatly enhancing the game's realism and immersion.

[0082] Specifically, when positioning module 4 splices the target wall and the candidate background wall according to preset splicing rules to obtain the game screen background information, it executes: Target marker detection is performed on the candidate background wall to obtain the game coordinates of the candidate corner points of the candidate target markers in the candidate background wall and the image coordinates of the candidate corner points of the candidate target markers in the corresponding shooting device of the target gun; the candidate target markers are the target markers in the candidate background wall; Based on the game coordinates and image coordinates of the candidate corner points, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point. Based on the coordinates of the candidate wall at the hit point and the wall at the hit point, the target wall and the candidate background wall are stitched together to obtain the background information of the game screen.

[0083] When the positioning module 4 is executing, if it needs to stitch the target wall with the candidate background wall, it first needs to perform target marker detection on the candidate background wall to obtain the candidate corner point game coordinates of the candidate target marker and the candidate corner point image coordinates of the candidate target marker in the image captured by the camera. The candidate corner point game coordinates refer to the position information of the candidate target marker (placed or projected) in the actual physical wall coordinate system in the game screen (i.e., the corner point game coordinates of the candidate game corner), while the candidate corner point image coordinates refer to the pixel position information of the candidate target marker in the image frame captured by the camera.

[0084] Specifically, when the positioning module 4 maps the preset crosshair reference coordinates in the target gun body to the candidate wall coordinate system of the candidate background wall based on the game coordinates and image coordinates of the candidate corner points, and obtains the candidate wall coordinates of the hit point, the following is now true: Based on the candidate corner point game coordinates and candidate corner point image coordinates, a transformation matrix is ​​calculated to obtain the candidate transformation matrix information between the candidate corner point game coordinates and the candidate corner point image coordinates; By using the candidate transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point.

[0085] When the positioning module 4 is executed, it performs transformation matrix calculation based on the game coordinates and image coordinates of the candidate corner points to establish the geometric transformation relationship between the image coordinate system of the shooting device and the wall coordinate system of the candidate background wall, and obtains the candidate transformation matrix information between the game coordinates and image coordinates of the candidate corner points. For example, the homography matrix calculation method, the perspective transformation-based algorithm, and the getPerspectiveTransform function can be used to calculate the candidate transformation matrix information.

[0086] By performing a matrix multiplication operation between the crosshair reference coordinates and the candidate transformation matrix information, the image coordinate system associated with the target gun can be accurately transformed to the actual wall coordinate system of the candidate background wall, thus obtaining the candidate wall coordinates of the hit point. These candidate wall coordinates represent the theoretical impact point of the bullet on the candidate background wall if firing occurs under the current gun posture. Generally, the candidate wall coordinates of the hit point are not on the candidate background wall, but rather within the target wall.

[0087] Specifically, during execution, the positioning module 4 merges the game screen content of the two walls, ensuring a smooth transition when the crosshair moves from one wall to another, and accurately positioning the hit point on the new background wall. For example, by calculating the relative positional relationship between the coordinates of the two hit points (the coordinates of the candidate wall and the wall where the hit point occurred), the relative layout and connection points of the two walls (the target wall and the candidate background wall) in the game screen can be determined, thereby generating continuous game screen background information.

[0088] After determining the specific location of the hit point in the game screen and the corresponding background information, the hit point and background information are combined to generate a complete shooting game screen. This allows the player to intuitively see the shooting result, enhances the game's immersion and feedback mechanism, and ensures the continuity, accuracy, and immersion of the game screen.

[0089] Specifically, after the positioning module 4 performs continuous cross-wall positioning of the hit point based on the wall coordinates of the hit point and the wall boundary range of the target wall, and obtains the shooting game screen information, it also performs: Based on the pose information of the target gun, the trajectory of the preset crosshair reference coordinates in the target gun is predicted to obtain the predicted future crosshair coordinates. If the target mark cannot be detected within a preset period, the predicted future crosshair coordinates are used to correct the coordinates of the wall at the point of impact.

[0090] During execution, positioning module 4, after acquiring the game screen, uses the target gun's current pose information and its changing trend over time to estimate the position of the crosshair reference coordinates at a future moment. For example, algorithms such as Kalman filtering, extended Kalman filtering, and unscented Kalman filtering can be used to estimate and predict the target gun's motion state (during prediction, the wall coordinates of the hit point determined by the transformation matrix information can be used to correct the predicted coordinates to suppress prediction deviations and make the predicted coordinates more accurate), thus obtaining the predicted future crosshair coordinates. These predicted future crosshair coordinates can provide a continuous and smooth crosshair position estimate, which can be maintained even when visual information is temporarily missing. The target gun's pose information refers to its position and attitude data in three-dimensional space. This pose information can be acquired in real time through an inertial measurement unit (IMU) integrated inside the target gun, an external optical tracking system, a magnetic sensor, or other positioning sensors. For example, the IMU can provide data such as the target gun's acceleration and angular velocity. Through data fusion and attitude calculation, the real-time position and attitude of the target gun in the world coordinate system can be obtained.

[0091] If the imaging device fails to identify or locate the target marker in the image within a preset time interval (i.e., when the target marker is temporarily lost), a trajectory prediction mechanism will be activated. Instead of relying on the transformation matrix calculated from the target marker, this mechanism uses the predicted future coordinates of the crosshair, combined with the relative geometric relationship between the target gun and the target wall (e.g., a model determined through historical data or existing algorithms, such as a machine learning model), to directly estimate the coordinates of the hit point on the target wall. This correction mechanism ensures that the hit point location remains continuous and accurate even when the target marker is temporarily unavailable.

[0092] As shown above, this shooting game hit point positioning device acquires the corner coordinates of the target marker on the corresponding target wall and the corner image coordinates of the target marker on the corresponding shooting device of the target gun. Based on the corner coordinates, a transformation matrix is ​​calculated to obtain the transformation matrix information between the corner coordinates and the corner image coordinates. Using the transformation matrix information, the preset crosshair reference coordinates in the target gun are mapped to the wall coordinate system of the target wall to obtain the hit point wall coordinates. Based on the wall coordinates of the hit point and the wall boundary range of the target wall, continuous cross-wall positioning of the hit point is performed to obtain the shooting game screen information. Thus, by using the wall boundary range of the target wall to continuously position the hit point across walls using the wall coordinates obtained by mapping the transformation matrix information, continuous cross-wall positioning of the hit point is performed to obtain the shooting game screen information. This solves the problems of inaccurate hit point positioning and high dependence on inertial measurement units in existing shooting games in multi-wall splicing scenarios. It enables continuous cross-wall aiming and multi-player combat, ensuring the accuracy and stability of hit point positioning, and realizing low-cost continuous cross-wall aiming in shooting games.

[0093] Please refer to Figure 3 , Figure 3This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device includes a processor 301 and a memory 302. The processor 301 and the memory 302 are interconnected and communicate with each other via a communication bus 303 and / or other connection mechanisms (not shown). The memory 302 stores a computer program executable by the processor 301. When the electronic device is running, the processor 301 executes the computer program to perform the shooting game hit point positioning method in any optional implementation of the above embodiments, to achieve the following functions: obtaining the corner game coordinates of the target marker on the corresponding target wall and the corner image coordinates of the target marker on the target gun's corresponding shooting device; performing a transformation matrix calculation based on the corner game coordinates and the corner image coordinates to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates; using the transformation matrix information, mapping the preset crosshair reference coordinates in the target gun to the wall coordinate system of the target wall to obtain the hit point wall coordinates; and performing continuous cross-wall positioning of the hit point based on the wall boundary range between the hit point wall coordinates and the target wall to obtain shooting game screen information.

[0094] This application provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it executes the shooting game hit point positioning method in any optional implementation of the above embodiments to achieve the following functions: obtaining the corner game coordinates of the target mark on the corresponding target wall and the corner image coordinates of the target mark on the corresponding shooting device of the target gun; performing a transformation matrix calculation based on the corner game coordinates and the corner image coordinates to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates; using the transformation matrix information, mapping the preset crosshair reference coordinates in the target gun to the wall coordinate system of the target wall to obtain the hit point wall coordinates; and performing continuous cross-wall positioning of the hit point based on the wall boundary range of the hit point wall coordinates and the target wall to obtain shooting game screen information. The storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as Static Random Access Memory (SRAM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Erasable Programmable Read Only Memory (EPROM), Programmable Red-Only Memory (PROM), Read-Only Memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk.

[0095] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0096] Furthermore, the units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment, depending on actual needs.

[0097] Furthermore, the functional modules in the various embodiments of this application can be integrated together to form an independent part, or each module can exist independently, or two or more modules can be integrated to form an independent part.

[0098] In this document, relational terms such as first and second are used only to distinguish one entity or operation from another entity or operation, without necessarily requiring or implying any such actual relationship or order between these entities or operations.

[0099] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the scope of protection of this application.

Claims

1. A method for locating hit points in a shooting game, characterized in that, include: In a multi-wall splicing shooting scenario, obtain the game coordinates of the corner point of the target marker on the corresponding target wall and the image coordinates of the corner point of the target marker on the corresponding shooting device of the target gun; Based on the corner point game coordinates and the corner point image coordinates, a transformation matrix is ​​calculated to obtain the transformation matrix information between the corner point game coordinates and the corner point image coordinates; Using the transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the wall coordinate system of the target wall to obtain the wall coordinates of the hit point; Based on the wall coordinates of the hit point and the wall boundary range of the target wall, the hit point is continuously located across the wall to obtain the shooting game screen information.

2. The method for locating the hit point in a shooting game according to claim 1, characterized in that, Obtain the game coordinates of the corner point of the target marker on the corresponding target wall and the image coordinates of the corner point of the target marker in the corresponding shooting device of the target gun, including: Acquire image information captured by the camera corresponding to the target gun body; From the image information, extract the marker identification information of the target marker, and identify the corner image coordinates of the target marker in the shooting device; Extract the target wall information corresponding to the marked identification information from the preset database; In the target wall information, determine the corner coordinates of the corresponding target marker on the corresponding target wall.

3. The method for locating the hit point in a shooting game according to claim 2, characterized in that, Based on the wall coordinates of the hit point and the wall boundary range of the target wall, continuous cross-wall positioning of the hit point is performed to obtain shooting game screen information, including: Based on the preset wall game coordinate relationship, the wall coordinates of the hit point are converted into the game screen to obtain the game screen coordinates of the hit point; Based on the wall boundary range of the target wall in the preset database, the game screen coordinates of the hit point are judged to cross the wall boundary, and the game screen background information is obtained. Based on the game screen coordinates of the hit point and the game screen background information, the hit point is continuously located across the wall to obtain the shooting game screen information.

4. The method for locating the hit point in a shooting game according to claim 3, characterized in that, Based on the wall boundary range of the target wall in the preset database, the game screen coordinates of the hit point are used to determine cross-wall boundary information, thereby obtaining game screen background information, including: Based on the wall boundary range of the target wall in the preset database, calculate the minimum distance from the game screen coordinates of the hit point to the wall boundary of the target wall; Determine whether the minimum distance is less than a preset cross-boundary distance threshold; If so, then based on the minimum distance, select the wall adjacent to the target wall as the candidate background wall, and splice the target wall and the candidate background wall according to the preset splicing rules to obtain the game screen background information; If not, then based on the target wall information, the target wall is determined as the game screen background information.

5. The method for locating the hit point in a shooting game according to claim 4, characterized in that, According to preset splicing rules, the target wall and the candidate background wall are spliced ​​together to obtain the game screen background information, including: Target marker detection is performed on the candidate background wall to obtain the game coordinates of the candidate corner points of the candidate target markers in the candidate background wall and the image coordinates of the candidate corner points of the candidate target markers in the corresponding shooting device of the target gun; the candidate target markers are the target markers in the candidate background wall; Based on the candidate corner point game coordinates and the candidate corner point image coordinates, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point. Based on the coordinates of the candidate wall and the target wall, the target wall and the candidate background wall are stitched together to obtain the background information of the game screen.

6. The method for locating the hit point in a shooting game according to claim 5, characterized in that, Based on the candidate corner point game coordinates and the candidate corner point image coordinates, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point, including: Based on the candidate corner game coordinates and the candidate corner image coordinates, a transformation matrix is ​​calculated to obtain candidate transformation matrix information between the candidate corner game coordinates and the candidate corner image coordinates; Using the candidate transformation matrix information, the preset crosshair reference coordinates in the target gun body are mapped to the candidate wall coordinate system of the candidate background wall to obtain the candidate wall coordinates of the hit point.

7. The method for locating the hit point in a shooting game according to claim 1, characterized in that, Based on the wall coordinates of the hit point and the wall boundary range of the target wall, continuous cross-wall positioning of the hit point is performed to obtain the shooting game screen information, and the following is also included: Based on the pose information of the target gun body, the trajectory of the preset crosshair reference coordinates in the target gun body is predicted to obtain the predicted future crosshair coordinates. In the case that the target mark cannot be detected within a preset period, the predicted future crosshair coordinates are used to correct the wall coordinates of the hit point.

8. A hit point positioning device for shooting games, characterized in that, include: The acquisition module is used to acquire the game coordinates of the corner point of the target mark on the corresponding target wall and the image coordinates of the corner point of the target mark on the corresponding shooting device of the target gun in a multi-wall splicing shooting scene; The calculation module is used to perform a transformation matrix calculation based on the corner game coordinates and the corner image coordinates to obtain the transformation matrix information between the corner game coordinates and the corner image coordinates; The mapping module is used to use the transformation matrix information to map the preset crosshair reference coordinates in the target gun body to the wall coordinate system of the target wall to obtain the wall coordinates of the hit point. The positioning module is used to continuously locate the hit point across the wall based on the wall coordinates of the hit point and the wall boundary range of the target wall, so as to obtain shooting game screen information.

9. An electronic device, characterized in that, It includes a processor and a memory, the memory storing a computer program executable by the processor, and when the processor executes the computer program, it performs the steps in the shooting game hit point positioning method as described in any one of claims 1-7.

10. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it performs the steps in the shooting game hit point positioning method as described in any one of claims 1-7.