Interaction control method in game, terminal device and storage medium
Patent Information
- Application Number
- CN202611347073.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-09-01
- Publication Date
- 2026-10-16
AI Technical Summary
然而,在相关技术中,游戏画面通常仅显示固定或简单扩散的虚拟准星,玩家无法在射击过程中即时获知当前弹道偏移的方向与幅度,不得不依赖反复试错、观察弹孔或形成肌肉记忆来完成修正
[0007]The interactive control method, terminal device, and storage medium disclosed herein for games acquire the expected ballistic direction and offset parameters of a virtual weapon, determine the offset vector of the attack ballistic relative to the expected ballistic direction based on the offset parameters, and then determine the target position in the graphical user interface based on the expected ballistic direction and offset vector, displaying a first marker at the target position. This transforms the abstract recoil ballistic data within the virtual weapon into an intuitive and visual compensation guide point in the interface. It solves the problem of lacking forward-looking and visual recoil control feedback during continuous firing in existing technologies, allowing players to complete recoil compensation by tracking a single first marker. It transforms abstract ballistic memory into intuitive spatial tracking operations, and forward-lookingly transforms the ballistic offset data determined within the game system into visual information, reducing the player's operational threshold, learning cost, and cognitive load. It also avoids the processing steps of ray detection, hit determination, and screen rendering caused by repeated trial and error input commands, reducing computer resource consumption and processor computational pressure.
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Figure CN122912455A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer technology, and more particularly to an interactive control method, terminal device, and storage medium for games. Background Technology
[0002] In shooting games, virtual weapons are typically designed with recoil effects during continuous firing, causing the actual bullet impact point to gradually deviate from the player's aiming direction. Players need to control the recoil by using the input device to counteract this deviation. However, in related technologies, the game screen usually only displays a fixed or simply spreading virtual crosshair. Players cannot know the direction and magnitude of the current bullet trajectory deviation in real time during firing, and must rely on repeated trial and error, observing bullet holes, or developing muscle memory to make corrections. Under this interaction mechanism, the terminal device often receives a large number of trial-and-error, repetitive input correction commands in a short period of time. Each command change requires the game program to re-perform ray detection, hit determination, and screen rendering, resulting in increased processor concurrent computing pressure and increased command response latency. At the same time, the player's operation feedback chain in dynamic combat scenarios is significantly lengthened due to the lack of prior guidance, making it difficult to balance target tracking and bullet trajectory correction. Summary of the Invention
[0003] This disclosure provides an interactive control method, terminal device, and storage medium for games, aiming to solve the aforementioned problems existing in related technologies.
[0004] In a first aspect, this disclosure provides an interactive control method for a game, which provides a graphical user interface through a terminal device. The graphical user interface displays at least a portion of the game scene, and the game scene includes a virtual weapon controlled by the terminal device. The method includes: obtaining an expected ballistic direction corresponding to the virtual weapon and an offset parameter corresponding to the virtual weapon; determining, based on the offset parameter, an offset vector of the attack trajectory of the virtual weapon relative to the expected ballistic direction when performing an attack action; determining a target position in the graphical user interface based on the expected ballistic direction and the offset vector; and displaying a first identifier for indicating the target position.
[0005] In a second aspect, this disclosure provides a terminal device, including: a processor, a memory, and computer program instructions stored in the memory and executable on the processor; the processor implements any of the above methods when executing the computer program instructions.
[0006] Thirdly, this disclosure provides a computer-readable storage medium storing computer program instructions, which, when executed by a processor, are used to implement any of the above methods.
[0007] The interactive control method, terminal device, and storage medium disclosed herein for games acquire the expected ballistic direction and offset parameters of a virtual weapon, determine the offset vector of the attack ballistic relative to the expected ballistic direction based on the offset parameters, and then determine the target position in the graphical user interface based on the expected ballistic direction and offset vector, displaying a first marker at the target position. This transforms the abstract recoil ballistic data within the virtual weapon into an intuitive and visual compensation guide point in the interface. It solves the problem of lacking forward-looking and visual recoil control feedback during continuous firing in existing technologies, allowing players to complete recoil compensation by tracking a single first marker. It transforms abstract ballistic memory into intuitive spatial tracking operations, and forward-lookingly transforms the ballistic offset data determined within the game system into visual information, reducing the player's operational threshold, learning cost, and cognitive load. It also avoids the processing steps of ray detection, hit determination, and screen rendering caused by repeated trial and error input commands, reducing computer resource consumption and processor computational pressure. Attached Figure Description
[0008] To more clearly illustrate the technical solutions in the embodiments of this disclosure, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0009] Figure 1 A schematic diagram of a game system with hardware environment provided in one implementation of this disclosure; Figure 2 A flowchart of the interactive control method in a game provided in one implementation of this disclosure; Figure 3 This is a schematic diagram of the interface of the first identifier provided in one implementation of this disclosure; Figure 4 This is a schematic diagram of the interactive control device in a game provided in one implementation of this disclosure; Figure 5 This is a schematic diagram of the hardware structure of the terminal device provided in one implementation of this disclosure. Detailed Implementation
[0010] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0011] For ease of understanding, the prior art involved in this disclosure will first be described in detail: In existing shooting games (especially first-person shooters, or FPS games), virtual weapons are usually designed with recoil effects during continuous firing. This means that as firing continues, the actual point of impact of the bullets gradually and cumulatively deviates from the direction the player is aiming. For example, in the first few shots of an automatic rifle, the trajectory often shows a vertical upward deviation caused by the muzzle rising continuously; while in the later stages of firing, the trajectory often shows a horizontal sawtooth deviation caused by left and right shaking. In order to still hit the target while firing continuously, players need to counteract the above deviation by reversing the input device (such as dragging the mouse or joystick down, left, or right). This operation is usually called "recoil control" in the industry. However, existing game systems lack a real-time visual feedback mechanism for bullet trajectory deviation during continuous shooting. Players can only infer the direction and magnitude of the deviation afterward by observing the bullet holes or hit results. Players often need to invest a lot of time repeatedly trying and observing bullet holes to develop muscle memory, resulting in a high learning curve and a long mastery period. Simultaneously, under this interaction mechanism, terminal devices often receive a large number of trial-and-error, repetitive input correction commands in a short period. Each command change requires the game program to re-process ray detection, hit determination, and image rendering, increasing the processor's concurrent computing pressure and command response latency. Furthermore, the player's operational feedback chain in dynamic combat scenarios is significantly lengthened due to the lack of prior guidance, making it difficult to balance target tracking and bullet trajectory correction. These shortcomings collectively affect the user-friendliness, fair competition, and overall player experience of shooting games.
[0012] To address the aforementioned issues, this disclosure proposes the following technical concept: Based on the existing virtual crosshair, this disclosure introduces a target-oriented dynamic recoil compensation mechanism. Specifically, the game system first obtains the expected ballistic direction of the virtual weapon and offset parameters describing the current recoil state. The expected ballistic direction represents the direction the player expects the bullet to hit, and the offset parameters represent the ballistic deviation caused by continuous firing. Subsequently, the game system determines the offset vector of the attack trajectory relative to the expected ballistic direction based on the offset parameters, quantifying "how much and in what direction the actual bullet impact point will deviate from the expected direction without compensation." Then, based on the expected ballistic direction and offset vector, the game system determines a target position in the graphical user interface through reverse compensation calculation. This target position represents "the position to which the player should move the aiming center in order for the bullet to hit along the expected ballistic direction." Finally, the game system displays a first identifier at this target position to indicate the location, thus providing the player with an intuitive, proactive recoil control guide point in the form of an independent visual layer. Through the aforementioned technical means, this disclosure transforms abstract, memorized recoil trajectory data into intuitive visual guidance that players can track in real time. Players only need to align their aiming reticle with the target position indicated by the first marker to achieve precise recoil control. Simultaneously, since the first marker serves only as a purely visual cue layer and does not magnetically attract or automatically correct player input, it lowers the operational threshold while preserving room for skill and competitive fairness. Furthermore, this disclosure can intelligently calibrate the target position by combining relative motion information between the player and the enemy, simplifying the complex dual operation of "recoil compensation plus target prediction" into a single marker tracking operation. Overall, this reduces the cognitive load and learning cost for players during continuous shooting, achieving a pre-emptive, zero-latency, real-time feedback loop. This improves the operability, dynamic adaptability, and fair competition of shooting games, enhancing the richness and fun of the gaming experience. It also avoids the processing steps of ray detection, hit determination, and screen rendering caused by repeated trial-and-error input commands, reducing computer resource consumption and processor computational pressure.
[0013] Based on the above, the specific details of each technical solution provided in this disclosure will be described in detail below.
[0014] First, the hardware environment required for this disclosure will be introduced.
[0015] In one optional implementation, the interactive control methods, devices, storage media, and electronic devices in the game provided in this disclosure can be executed by a computer device, which can be a terminal or a server. The terminal can be a smartphone, tablet, laptop, smart TV, wearable smart device, smart vehicle terminal, etc., and the terminal can also include a client, which can be a game client, browser client, instant messaging client, or mini-program, etc. The server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.
[0016] For example, when this disclosure is applied to a terminal device, the terminal device may include a display screen and a processor. The display screen is used to present game visuals and receive commands generated by the player interacting with the game visuals. The game visuals may include a portion of a virtual game scene, which is a virtual world where virtual characters interact. The processor is used to store the game application, run the game, generate game visuals, respond to commands, and control the display of the game visuals on the display screen. When the player interacts with the game visuals through the display screen, the game visuals can control the local content of the terminal device in response to the received operation commands. The terminal device may provide the graphical user interface to the player in various ways, such as rendering the display on the terminal device's screen or presenting the graphical user interface through holographic projection.
[0017] For example, when this disclosure is run on a server, the method can be implemented and executed based on a cloud gaming system. A cloud gaming system refers to a gaming method based on cloud computing. A cloud gaming system includes servers and client devices. The execution of the game application and the presentation of the game screen are separate; the storage and execution of the game application are completed on the server, while the presentation of the game screen is completed on the client. The client is mainly used for receiving and sending game data and presenting the game screen. For example, the client can be a display device with data transmission capabilities located close to the player, such as a mobile terminal, television, computer, PDA, personal digital assistant, head-mounted display device, etc. However, the terminal device for processing game data is the server in the cloud. During gameplay, the player operates the client to send commands to the server. The server controls the game operation according to the commands, encodes and compresses game screen data, returns it to the client via the network, and finally, the client decodes and outputs the game screen.
[0018] It should be noted that the executing entity in this disclosure can be a terminal device or a server. The terminal device can be a local terminal device or a client device in the aforementioned cloud gaming. This application does not limit the type of executing entity.
[0019] For example, in conjunction with the above description, Figure 1 A game system for implementing this disclosure is shown. The game system may include at least one client device 10, at least one server 20, and a network 30. The client device 10 held by a user can connect to different servers 20 via the network 30. The client device 10 is any device with computing hardware capable of supporting and executing game-related software applications.
[0020] In the aforementioned game system, players log in to the game application using their registered game accounts to control the virtual character corresponding to those accounts and participate in the game. During the player's participation in the game through the application, the client device 10 and server 20 exchange data. The client device 10 sends various information to the server 20, and the server 20 determines the display data for the client device 10 based on the game mechanics and the received information, then sends the display data back to the client device 10 so that the client device 10 can display the data sent by the server 20 to the player.
[0021] In potential application scenarios, different client devices 10 may be served by different servers 20, or they may be served by the same server 20. When the game system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Furthermore, the game system may include at least one database for continuously storing game-related information when different users are playing multi-user games online.
[0022] It should be noted that in this disclosure, multiple terminal devices run the same virtual game, and data interaction between these devices can be achieved through a game server. Sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the game server, and the game server sends the data to terminal device 2. Receiving data from terminal device 2 can be understood as: terminal device 1 receives data sent by the game server, which is the same data that terminal device 2 sent to the game server. Alternatively, a game server may not exist, and terminal device 1 can directly send game data to terminal device 2.
[0023] It should be noted that, Figure 1 The game system diagram shown is merely an example. The game system described in this disclosure is intended to more clearly illustrate the technical solutions of this disclosure and does not constitute a limitation on the technical solutions provided in this disclosure. As those skilled in the art will know, with the evolution of game systems and the emergence of new business scenarios, the technical solutions provided in this disclosure are equally applicable to similar technical problems.
[0024] Furthermore, it is understood that before using the technical solutions disclosed in the embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure through appropriate means in accordance with relevant laws and regulations, and user authorization should be obtained. For example, in response to receiving a user's active request, a prompt message can be sent to the user to clearly inform the user that the requested operation will require the acquisition and use of the user's personal information. This allows the user to independently choose whether to provide personal information to the device, application, server, or storage medium performing the operation of the technical solution of this disclosure based on the prompt message. As an optional but non-limiting implementation, the way to send a prompt message to the user in response to receiving a user's active request can be, for example, a pop-up window, in which the prompt message can be presented in text form. In addition, the pop-up window can also include a selection control for the user to choose "agree" or "disagree" to provide personal information to the electronic device. It is understood that the above notification and user authorization process is merely illustrative and does not constitute a limitation on the implementation of this disclosure; other methods that comply with relevant laws and regulations can also be applied to the implementation of this disclosure. It is understood that the data involved in this technical solution (including but not limited to the data itself, the acquisition or use of the data) shall comply with the requirements of relevant laws, regulations and related provisions.
[0025] The preceding text introduced the hardware environment required for this disclosure. The following text, based on the aforementioned hardware environment and using a terminal device as the execution subject, will detail various embodiments of the interactive control method in games provided by this disclosure. The terminal device can be either the aforementioned client device or the aforementioned local terminal device.
[0026] Please refer to Figure 2 This is a flowchart of an interactive control method in a game provided in one implementation of this disclosure. In this method, a graphical user interface (GUI) is provided through a terminal device. The GUI displays at least a portion of the game scene, which includes a virtual weapon controlled by the terminal device. As shown in the figure, the interactive control method in the game includes the following steps: Step S1: Obtain the expected ballistic direction and offset parameters corresponding to the virtual weapon.
[0027] In this context, virtual weapons refer to virtual props within a game scene that are controlled by the terminal device and capable of performing shooting or other attack actions. In one optional implementation, virtual weapons are used to fire virtual ammunition into the game scene in response to player attack actions, and each possesses corresponding shooting performance attributes, such as rate of fire, magazine capacity, and recoil characteristics. For example, virtual weapons can be automatic rifles, submachine guns, or other burst-fire weapons capable of continuous fire, which accumulate significant recoil during continuous firing. Alternatively, virtual weapons can be shotguns, sniper rifles, or other single-shot or semi-automatic weapons, which also exhibit some recoil after each shot. It is understood that in some games, virtual weapons can also be weapons used by virtual objects controlled by the player. For instance, players use virtual characters to play the game, and these characters can pick up virtual weapons such as firearms from the game scene to engage in combat. Players control the virtual characters to use the picked-up virtual weapons.
[0028] The expected ballistic direction refers to the direction in which the virtual ammunition fired by the player hopes to hit the target; that is, the direction the bullet should fly in an ideal situation without considering recoil. In an optional implementation, the expected ballistic direction is used to characterize the player's aiming intention and serves as the reference direction for subsequent calculation of the offset vector and determination of the target position. For example, the expected ballistic direction can be the direction pointed to by the player's current virtual crosshair, that is, the direction in which the player subjectively hopes the bullet will hit the center of the screen; or, for example, when there is an enemy target in the game scene, the expected ballistic direction can also be the direction from the virtual weapon towards the center of the enemy target's torso or head, that is, the direction guided by hitting a specific target.
[0029] The offset parameter refers to data used to describe the trajectory deviation of the virtual weapon during firing. In an optional implementation, the offset parameter characterizes the deviation trend of the attack trajectory relative to the expected trajectory direction caused by recoil, and its value can change dynamically with continuous firing. For example, the offset parameter may include a value representing the current cumulative offset, such as the vertical offset corresponding to muzzle rise and the horizontal jerking offset; or, for example, the offset parameter may also be the corresponding offset data read from the pre-configured recoil mode of the virtual weapon according to the current firing progress, such as the offset corresponding to the Nth bullet.
[0030] It is understandable that in step S1, the terminal device obtains two basic data points: the expected ballistic direction and the deviation parameters of the virtual weapon. The former determines the reference direction in which the player expects to hit, and the latter describes the ballistic deviation state caused by the current recoil. Together, they form the input basis for subsequent reverse compensation calculations, enabling the game system to know in advance the two key pieces of information, "where the player wants to hit" and "where the bullet will deviate," before the actual shooting action occurs.
[0031] Step S2: Based on the offset parameter, determine the offset vector of the attack trajectory of the virtual weapon when performing an attack behavior relative to the expected trajectory direction.
[0032] Here, "attack behavior" refers to the shooting action performed by the virtual weapon in response to the player's attack operation. In an optional implementation, the attack behavior is used to trigger the firing of virtual ammunition, accompanied by a corresponding recoil effect. For example, the attack behavior could be a continuous firing behavior where the player holds down the fire button to make an automatic rifle fire bullets continuously; or, for another example, the attack behavior could be a single firing behavior where the player clicks the fire button once to make the weapon fire a single bullet.
[0033] The attack trajectory refers to the actual path or direction of the virtual ammunition as it flies when the virtual weapon performs an attack. In one optional implementation, the attack trajectory deviates from the expected trajectory direction due to recoil. For example, in the initial stage of continuous firing, the attack trajectory mainly shifts upward relative to the expected trajectory direction, corresponding to continuous muzzle rise; or, for example, in the later stage of continuous firing, the attack trajectory mainly shifts back and forth horizontally relative to the expected trajectory direction, corresponding to sawtooth-like jitter in the trajectory.
[0034] Here, the offset vector refers to a vector used to quantify the offset direction and magnitude of the attack trajectory relative to the expected trajectory direction. In an optional implementation, the offset vector is calculated based on offset parameters. Specifically, the terminal device can perform coordinate mapping calculations based on the offset parameters obtained in step S1, directly using the vertical and horizontal offset components in the offset parameters as the vertical and horizontal axis components of the offset vector in the interface coordinate system, thereby obtaining an offset vector with a clear direction and magnitude. For example, when the offset parameters are a vertical jump and b horizontal leftward shift, the offset vector is a vector pointing to the upper left with a magnitude of sqrt(a²+b²); another example is when the offset parameters are recorded in the form of angular offset as elevation angle θ and horizontal deflection angle. At that time, the angle is converted into two-dimensional vector components using trigonometric functions to obtain the offset vector. This quantifies the abstract recoil offset state into a vector representation usable for spatial calculations, providing a precise calculation basis for subsequent reverse determination of the target position in the graphical user interface. In an optional implementation, the direction of the offset vector represents the orientation of the attack trajectory deviating from the expected trajectory direction, and its magnitude represents the degree of deviation. For example, when the offset parameter represents the current trajectory shifting to the upper left, the offset vector is a vector pointing to the upper left, and its magnitude corresponds to the cumulative magnitude of the shift. Alternatively, as continuous firing progresses, the direction and magnitude of the offset vector can be updated in real time, for example, gradually changing from a vertically upward vector in the initial stage of firing to an oblique vector by adding a horizontal component.
[0035] It can be understood that in step S2, the terminal device converts the offset parameter obtained in step S1, which exists in numerical form, into an offset vector with a clear direction and magnitude. This quantifies the abstract recoil offset state into a vector representation that can be used for spatial calculation, providing a precise calculation basis for subsequently determining the target position in the graphical user interface.
[0036] Step S3: Determine a target position in the graphical user interface based on the expected ballistic direction and the offset vector.
[0037] The target position refers to the location defined in the graphical user interface to guide the player in recoil compensation. In an optional implementation, the target position is calculated by performing reverse compensation along the offset vector from the position corresponding to the expected ballistic direction. This means that to ensure the bullet hits along the expected trajectory despite recoil offset, the player should move their aiming center to this position. For example, when the offset vector points to the upper left, the target position is located to the lower right of the position corresponding to the expected ballistic direction, prompting the player to compensate to the lower right. Conversely, when the offset vector changes with the firing process and primarily points to the horizontal right, the target position is correspondingly located to the left of the position corresponding to the expected ballistic direction, prompting the player to compensate to the left.
[0038] It is understandable that in step S3, the terminal device comprehensively utilizes the expected ballistic direction representing the player's aiming intention and the offset vector representing recoil deviation to determine a specific target position in the graphical user interface through reverse compensation calculation. This target position transforms the abstract information of "which direction and how much to move to control recoil," which the player originally needed to estimate based on memory and experience, into a clear spatial position on the interface, laying the foundation for subsequent visual prompts.
[0039] Step S4: Display a first identifier used to indicate the target location.
[0040] The first identifier refers to a visual marker displayed in the graphical user interface to indicate the target location to the player. In an optional implementation, the first identifier is displayed as a visual layer independent of the original virtual crosshair, providing intuitive recoil control guidance for the player. The player simply needs to move their crosshair closer to the first identifier to compensate for recoil deviation. For example, the first identifier can be a crosshair similar in shape to the original virtual crosshair, distinguished from the original crosshair by a different color (e.g., a yellow crosshair corresponding to the original white crosshair); or, for example, the first identifier can be a dot, a circle, an arrow, or any other graphic marker of any form, as long as it indicates the location of the target on the interface.
[0041] It is understandable that in step S4, the terminal device displays the first marker at the target location determined in step S3, thereby presenting the recoil compensation target point to the player in a direct and explicit way. Players no longer need to rely on abstract ballistic memory or subsequent observation of bullet impact points; they only need to move the aiming reticle toward the first marker to achieve accurate recoil control. This realizes the transformation of recoil compensation from abstract memory into intuitive spatial tracking and pre-visual guidance.
[0042] In one specific application, a player controls a virtual character wielding an automatic rifle during a game, with a white crosshair displayed in the center of the graphical user interface screen. When the player spots an enemy character ahead and holds down the fire button to begin continuous fire, the terminal device executes the interactive control method provided herein: First, the terminal device determines the direction of the screen center pointed to by the player's current virtual crosshair as the expected ballistic direction, and reads the current offset parameter from the recoil configuration based on the number of consecutive shots already fired by the automatic rifle; then, the terminal device calculates based on this offset parameter that, without compensation, the trajectory of the next bullet will be biased to the upper left relative to the expected ballistic direction, thus obtaining an offset vector pointing to the upper left; next, the terminal device translates the screen center position corresponding to the expected ballistic direction along the opposite direction of this offset vector, determining a target position in the lower right of the screen center; finally, the terminal device displays a yellow crosshair as a first marker at the target position. Once the player sees the yellow crosshair located to the lower right of the white crosshair, they can intuitively drag the mouse to the lower right to make the white crosshair coincide with the yellow crosshair, thus causing the actual bullet impact point to return to the enemy character, achieving precise recoil control without having to memorize the bullet trajectory.
[0043] Through the above steps, the interactive control method in the game provided by this disclosure obtains the expected ballistic direction and offset parameters of the virtual weapon, determines the offset vector of the attack ballistic relative to the expected ballistic direction based on the offset parameters, and then determines the target position in the graphical user interface based on the expected ballistic direction and offset vector, and displays a first marker at the target position. This transforms the abstract recoil ballistic data inside the virtual weapon into an intuitive and visual compensation guide point in the interface. It solves the problem of lack of forward-looking and visual recoil control feedback during continuous shooting in the prior art, allowing players to complete recoil compensation by tracking a single first marker. It transforms the abstract ballistic memory into an intuitive spatial tracking operation, and forward-lookingly transforms the ballistic offset data determined inside the game system into visual information, constructing an instant feedback closed loop from data to operation guidance. This reduces the player's operation threshold, learning cost, and cognitive load. At the same time, since the first marker only provides a purely visual prompt and does not perform automatic correction, it assists the player while preserving the space for operation skills and competitive fairness, thus improving the operability and gaming experience of shooting games.
[0044] Furthermore, in one embodiment of this disclosure, before the step of obtaining the expected ballistic direction corresponding to the virtual weapon, the method further includes: The expected ballistic direction is determined based on the directional reference information of the virtual weapon in the game scene; wherein, the directional reference information includes the aiming direction of the virtual weapon, and / or the position information of the target object in the game scene that meets the preset position conditions of the virtual weapon.
[0045] Directional reference information refers to the reference data used to determine the expected trajectory direction of a bullet. In an optional implementation, the directional reference information is used to characterize the player's aiming intention or the spatial orientation of the target, based on which the game system deduces the direction the player expects the bullet to hit. For example, the directional reference information can be the current aiming direction of the virtual weapon, that is, the direction the virtual crosshair points to through the player's operation; or, for another example, the directional reference information can be the position information of an enemy target in the game scene, that is, the attack direction deduced from the location of the target.
[0046] The aiming direction refers to the firing direction that the virtual weapon is currently facing, actively controlled by the player. In one optional implementation, the aiming direction changes in real time based on the player's operation of the viewpoint or crosshair. For example, the aiming direction can be represented by the direction the virtual crosshair points on the screen; or, for example, it can be represented by the direction the muzzle of the virtual weapon model is pointing. It can be understood that in the game, players can adjust the aiming direction of the virtual weapon through controls such as adjusting the viewpoint or moving the virtual character holding the virtual weapon.
[0047] Here, the target object refers to a virtual object in the game scene that can be attacked. In an optional implementation, the target object is usually a virtual character from the enemy faction or other attackable entities. For example, the target object can be an enemy player character who is in an adversarial relationship with the player; or it can be an enemy NPC (non-player character) or a destructible virtual vehicle in the game.
[0048] The preset position condition refers to the positional relationship determination rules used to filter out target objects from multiple attackable objects in the game scene. In an optional implementation, the preset position condition is used to determine whether a certain attackable object is located within a spatial range suitable as a reference for the expected ballistic direction. For example, the preset position condition may be that the object is located within a preset angle range near the aiming direction of the virtual weapon; another example is that the preset position condition may be that the distance between the attackable object and the virtual weapon is within the effective range of the virtual weapon; yet another example is that the preset position condition may be that the attackable object is within the field of view of the virtual weapon and there are no obstructions between them, while the positional change of the attackable object within a preset time period is less than a preset threshold.
[0049] In one specific application, a player controls a virtual character wielding an automatic rifle, taking cover behind cover to engage the enemy. Before firing, the game system first obtains directional reference information: on one hand, it reads the direction directly in front of the screen where the player's current virtual crosshair is pointing as the aiming direction; on the other hand, it detects an enemy character within the effective range near this aiming direction, and this enemy character meets preset positional conditions (e.g., located at an angle of 5 degrees to the left and right of the aiming direction, within a 40-meter range). The game system then combines the aiming direction and the enemy character's positional information to determine the expected ballistic trajectory from the direction the virtual weapon is pointing at the enemy character, using this as the benchmark for subsequent recoil compensation calculations. In another scenario, when the player turns the crosshair to an open area, and there are no targets nearby that meet the preset positional conditions, the game system determines the expected ballistic trajectory solely based on the aiming direction of the virtual crosshair.
[0050] Through the above steps, the interactive control method in the game provided by this disclosure determines the expected ballistic direction based on the aiming direction of the virtual weapon and / or the position information of the target object that meets the preset position conditions before obtaining the expected ballistic direction. This allows for flexible determination of the hit reference direction based on both the player's subjective aim and the enemy target, making the subsequent recoil compensation calculation more in line with the player's actual attack intention and further improving the accuracy and applicability of recoil control guidance.
[0051] Furthermore, in one embodiment of this disclosure, a virtual crosshair is displayed in the graphical user interface, the virtual crosshair being used to indicate the aiming direction of the virtual weapon; the step of determining the expected ballistic direction based on the directional reference information of the virtual weapon in the game scene includes: The control determines the aiming direction indicated by the virtual crosshair as the expected ballistic direction.
[0052] The virtual crosshair refers to a visual marker displayed in the graphical user interface that indicates the aiming direction of a virtual weapon. In an optional implementation, the virtual crosshair is typically located in the center of the screen and points in different directions depending on the player's viewpoint, serving as the player's primary reference for aiming. For example, the virtual crosshair can be a white crosshair located in the center of the screen; alternatively, it can be a dot, a ring, or a dynamic crosshair that expands and contracts with firing.
[0053] Specifically, determining the aiming direction indicated by the virtual crosshair as the expected ballistic direction means that when the player triggers continuous firing of the virtual weapon, the aiming direction of the virtual crosshair is used as the basis for subsequent recoil compensation based on the expected ballistic direction. In an optional implementation, when there are no attackable targets within the attack range of the virtual weapon (e.g., enemy characters or NPCs), the game system can infer the player's attack target based on the aiming direction of the virtual weapon, and then determine the aiming direction as the aforementioned expected ballistic direction.
[0054] It is understandable that by directly using the aiming direction indicated by the virtual crosshair as the expected ballistic direction, the recoil control guidance always revolves around the player's current subjective aiming center. Even if the player keeps fine-tuning the crosshair direction during shooting, the expected ballistic direction can be updated synchronously with the aiming direction, thereby ensuring that the compensation position of the first indicator is highly consistent with the player's real-time aiming intention, and improving the stability and response speed of recoil compensation guidance.
[0055] In one specific application, a player uses a submachine gun to fire, and a circular white virtual crosshair is displayed in the center of the screen. The player rotates the view to align the virtual crosshair with an entrance at the end of a corridor and then presses the fire button. The game system directly determines the direction of the corridor's end, currently pointed to by the white virtual crosshair, as the expected bullet trajectory. Based on this, it calculates the offset vector and determines the first target position, ensuring that recoil control guidance always revolves around the player's own crosshair center. Even if the player continuously fine-tunes the crosshair's orientation during firing, the expected bullet trajectory is updated synchronously with the virtual crosshair's direction.
[0056] Through the above steps, the interactive control method in the game provided in this disclosure directly determines the aiming direction indicated by the virtual crosshair as the expected ballistic direction. That is, the player's current subjective aiming center is used as the hit reference for recoil compensation. This determination method is simple to implement, responds promptly, and can faithfully reflect the player's real-time aiming intention, so that the guidance of the first indicator always revolves around the player's own aiming center.
[0057] Furthermore, in one embodiment of this disclosure, the step of determining the expected ballistic direction based on the directional reference information of the virtual weapon in the game scene includes: When the target object is within the attack range of the virtual weapon, the control determines the direction pointing to the target part of the virtual object as the expected ballistic direction; wherein, the target part includes the center position of the torso or the head position of the target object.
[0058] The attack range refers to the spatial area within which the virtual weapon can effectively attack a target. In an optional implementation, the attack range is determined by attributes such as the virtual weapon's range and effective angle, and is used to determine whether the target is within an area that can be effectively hit. For example, the attack range can be a spatial area centered on the virtual weapon with its effective range as its radius; or, for another example, the attack range can be a cone-shaped area within a certain angle near the virtual weapon's aiming direction and within its range.
[0059] Here, the target body part refers to a specific body part of the target object that is intended to be the point of impact. In an optional implementation, the target body part is used to accurately point the intended trajectory direction at a key location on the target object, thereby improving the effectiveness of the hit. For example, the target body part could be the center of the target object's torso, which has a large area and a high probability of hitting, making it suitable as a general aiming reference; or, for example, the target body part could be the target object's head, as hitting this part usually causes greater damage.
[0060] In one specific application, a player, holding a sniper rifle, aims at an enemy character located 80 meters away, within the weapon's effective range. Once the game system determines that the enemy character is within the virtual weapon's attack range, it determines the expected bullet trajectory direction based on the direction the virtual weapon is pointing towards the enemy character's head, aiming for a high-damage headshot. However, when the player switches to an automatic rifle for close-to-medium range suppression fire, prioritizing stable accuracy, the game system adjusts the expected bullet trajectory direction to point towards the center of the enemy character's torso, thus compensating for recoil while maintaining stable aiming at key target areas.
[0061] Through the above steps, the interactive control method in the game provided by this disclosure determines the expected ballistic direction by pointing towards the center of the target's torso or head when the target is within the attack range of the virtual weapon. This achieves a hit reference determination method guided by the enemy target, so that recoil compensation can not only offset the ballistic deviation but also take into account aiming at the key parts of the specific target, further reducing the operational complexity of players simultaneously taking into account aiming and recoil control in dynamic combat.
[0062] Furthermore, in one embodiment of this disclosure, the virtual weapon includes ballistic configuration data, which is used to describe the changes in offset parameters when the virtual weapon continuously performs firing actions. The step of obtaining the offset parameters corresponding to the virtual weapon includes: Determine the continuous firing progress information when the virtual weapon continuously performs firing actions; wherein, the continuous firing progress information includes the cumulative number of shots and / or the cumulative firing duration of the virtual weapon continuously performing firing actions; Based on the continuous firing progress information, the offset parameters corresponding to the virtual weapon are obtained from the ballistic configuration data.
[0063] Ballistic configuration data refers to pre-configured data describing how the offset parameters of a virtual weapon change with the firing process during continuous firing. In an optional implementation, the ballistic configuration data records the offset parameters corresponding to different firing stages in the form of data tables, curves, or sequences, used to characterize the unique recoil pattern of the virtual weapon. For example, the ballistic configuration data can be a time-offset sequence table recording the vertical and horizontal offsets corresponding to the first to Nth bullets; or, for another example, the ballistic configuration data can be a recoil curve describing the continuous change of offset with firing duration.
[0064] The continuous firing progress information refers to information used to characterize the current progress of continuous firing of the virtual weapon. In an optional implementation, the continuous firing progress information is used as a basis for indexing the corresponding offset parameter from the ballistic configuration data. For example, the continuous firing progress information can be the cumulative number of shots, that is, the number of bullets fired since the start of this round of continuous firing, such as the 8th shot fired; or, for example, the continuous firing progress information can be the cumulative firing duration, that is, the length of time the fire button has been held down since the start of this round of continuous firing, such as 0.5 seconds of continuous firing.
[0065] In one specific application, a player wields a 30-round automatic rifle and fires continuously. This rifle is pre-configured with ballistic data recording the vertical and horizontal offsets of the first to 30th rounds. When the player holds down the fire button and fires a total of 12 rounds, the game system determines the current continuous firing progress as "12 rounds fired" and retrieves the offset parameters for the 13th (and subsequent) round from the ballistic data. As firing continues to the 20th round, the game system again reads the corresponding offset parameters based on "20 rounds fired." In another implementation, the game system can also retrieve the corresponding offset parameters from the duration-indexed ballistic data based on the cumulative firing time (e.g., 0.6 seconds of continuous firing), thus adapting to the recoil performance of weapons with different rates of fire.
[0066] Through the above steps, the interactive control method in the game provided by this disclosure determines the progress information such as the cumulative number of shots and / or the cumulative shooting time of the virtual weapon's continuous shooting, and retrieves the corresponding offset parameters from the pre-configured ballistic configuration data accordingly. This enables the acquisition of offset parameters to accurately match the current shooting process and accurately reflect the characteristics of recoil accumulating and dynamically changing with continuous shooting, thereby ensuring the real-time performance and accuracy of subsequent offset vector and target position calculations.
[0067] Furthermore, in one embodiment of this disclosure, the step of determining a target position in the graphical user interface based on the expected ballistic direction and the offset vector includes: A reference position is determined in the graphical user interface based on the expected ballistic direction of the virtual weapon. The reference position is translated by the magnitude of the offset vector in the opposite direction to determine the target position in the graphical user interface.
[0068] Here, the reference position refers to the location in the graphical user interface (GUI) that serves as the starting point for reverse compensation calculation, determined based on the expected ballistic direction. In an optional implementation, the reference position corresponds to the projection point of the expected ballistic direction onto the GUI, representing the interface position where the bullet should hit under ideal conditions of no recoil. For example, when the expected ballistic direction is the player's aiming direction, the reference position could be the crosshair position at the center of the screen; or, for example, when the expected ballistic direction points to the center of an enemy target's torso, the reference position could be the projection point of that torso center onto the interface.
[0069] Here, the opposite direction of the offset vector refers to the direction opposite to the direction of the offset vector. In an optional implementation, translation in the opposite direction is used to counteract the offset caused by recoil; that is, the compensation point is offset a corresponding distance in the opposite direction of the offset. For example, if the offset vector points to the upper left, its opposite direction is the lower right; or, for example, if the offset vector points to the right, its opposite direction is the left.
[0070] For a specific application, please refer to Figure 3This is a schematic diagram of the interface for the first identifier provided in one implementation of this disclosure. As shown in the figure, in the game interface 300, when the player controls the virtual weapon 301 to aim at a wall in front and fire continuously to test the trajectory, the game system takes the direction pointed to by the virtual crosshair 302 of the virtual weapon as the expected trajectory direction, the display position of the virtual crosshair 302 displayed in the center of the screen as the reference position, and calculates the current offset vector as a vector pointing to the upper left with a modulus of approximately 50 pixels according to the previous steps; then the game system shifts the reference position 50 pixels in the opposite direction of the offset vector, that is, to the lower right as shown by arrow 304 in the figure, so as to determine the target position at approximately 50 pixels to the lower right of the virtual crosshair 302, and displays the first identifier 303 here, intuitively prompting the player to reduce the recoil to the lower right by a corresponding amount to complete the firing according to the expected trajectory. Similarly, when the shooting enters the later stage, the offset vector changes to point to the upper right and the modulus corresponds to about 70 pixels, the game system will also shift the reference position 70 pixels in the opposite direction (lower left) to obtain the new target position.
[0071] Through the above steps, the interactive control method in the game provided by this disclosure first determines the reference position in the interface according to the expected ballistic direction, and then translates the reference position along the opposite direction of the offset vector by the magnitude of the offset vector to obtain the target position. Through this simple and accurate reverse compensation calculation, the target position accurately represents the position that the player should aim at in order to offset the current recoil offset, thereby ensuring that the indicated position of the first indicator corresponds precisely to the actual required recoil compensation amount.
[0072] Further, in one embodiment of this disclosure, the step of displaying a first identifier for indicating the target location includes: Based on the expected ballistic direction, determine the degree of offset of the offset vector; The display format of the first identifier is determined based on the degree of offset; wherein different display formats correspond to different offset degree ranges; The control displays the first identifier at the target location according to the determined display format.
[0073] Here, the degree of deviation refers to a measure used to characterize the extent to which the deviation vector deviates from the expected ballistic direction. In an optional implementation, the degree of deviation can be determined based on the magnitude of the deviation vector; the larger the magnitude, the higher the degree of deviation, reflecting the severity of the current recoil deviation. For example, the degree of deviation can be characterized by the interface distance between the first marker and the virtual crosshair; or, for example, the degree of deviation can be divided into several intervals, such as different levels like "accurate," "deviation warning," and "limit."
[0074] The display format refers to the visual representation of the first identifier when it is presented on the interface. In an optional implementation, the display format is used to convey the current degree of deviation to the player through visual differences, with different display formats corresponding to different deviation ranges. For example, the display format can be the color of the first identifier. During the precision phase of the first five shots in continuous firing of the virtual weapon, when the ballistic deviation is low, the first identifier displays its initial color. During the normal phase of the sixth to tenth shots in continuous firing of the virtual weapon, when the ballistic deviation is moderate, the first identifier switches to orange. During the out-of-control phase of the eleventh to fifteenth shots in continuous firing of the virtual weapon, when the ballistic deviation is high, the first identifier switches to red. Furthermore, the display format can also be visual attributes of the first identifier, such as its shape, size, transparency, or whether it is accompanied by a flashing animation.
[0075] Understandably, by configuring different display formats for the first indicator based on the degree of offset, players don't need to actively calculate the magnitude of the offset. They can quickly judge the severity of the current recoil offset and adjust their actions in time simply by visual formats such as color and shape. This reduces the cognitive load during continuous shooting and makes the transmission of recoil control guidance information more intuitive and efficient. At the same time, by using visual formats such as color to carry the degree of offset information, players can quickly perceive the force required to control recoil based on the differences in visual formats without reading specific values. This reduces attention distraction in fast-paced gunfights and improves operational efficiency and intuitive feedback.
[0076] In a specific application, a player uses an automatic rifle to continuously fire at an enemy. The game system calculates the degree of deviation of the offset vector in real time and determines the display format of the first indicator accordingly: In the early stages of shooting, the first indicator is close to the virtual crosshair, and the degree of deviation is in the "accurate" range, so the first indicator is initially displayed in green; as continuous shooting increases the distance between the two and the degree of deviation enters the "deviation warning" range, the display format of the first indicator gradually changes to orange; when the degree of deviation further enters the "extreme" range and the player's crosshair is significantly away from the first indicator, the display format of the first indicator gradually changes to red; this allows the player to quickly judge the urgency of recoil control and adjust their operation in time simply by looking at the color of the first indicator.
[0077] Through the above steps, the interactive control method in the game provided by this disclosure determines the degree of deviation of the offset vector based on the expected ballistic direction, matches different display formats for the first identifier according to different intervals of the degree of deviation, and then displays the first identifier at the target position according to the display format. In this way, while indicating the compensation direction, it also intuitively conveys the severity of the current recoil deviation to the player through visual differences such as color, so that the player can quickly perceive the urgency of recoil control and make corresponding operations, further enhancing the amount of information and guidance effect of visual feedback.
[0078] Furthermore, in one embodiment of this disclosure, after the step of controlling the display of the first identifier at the target location according to the determined display format, the method further includes: Based on the real-time changes in the degree of offset, the display format of the first identifier is controlled and adjusted to adapt the display format of the first identifier to the real-time changes in the degree of offset.
[0079] The real-time change in the degree of deviation refers to the continuous variation in the degree of deviation as the firing progresses during continuous firing. In an optional implementation, the real-time change in the degree of deviation reflects the dynamic process of the recoil deviation accumulating or changing. For example, as continuous firing continues, the degree of deviation may gradually increase from low to high; or, for example, when the player stops firing and the weapon recoil gradually recovers, the degree of deviation may decrease accordingly.
[0080] It is understandable that the display format of the first indicator changes synchronously with the degree of deviation in real time, allowing players to continuously perceive the trend of bullet trajectory deviation during continuous shooting, thereby adjusting the recoil control operation in advance and avoiding over- or under-recoil due to feedback lag or inconsistent information, forming a real-time, continuous, closed-loop recoil control guidance, and further improving shooting accuracy.
[0081] In a specific application, the player holds down the fire button and continuously fires. The game system updates the degree of deviation in real time as the shooting progresses and adjusts the display format of the first indicator accordingly: the first indicator is green at the beginning of the shooting, and as the degree of deviation increases, the color of the first indicator smoothly transitions to orange and then red. When the player briefly releases the fire button, the recoil of the virtual weapon begins to recover, and the degree of deviation decreases, the color of the first indicator correspondingly changes from red back to orange and then to green, so that the visual appearance of the first indicator is always synchronized with the actual state of the current recoil deviation.
[0082] Through the above steps, the interactive control method in the game provided by this disclosure, after displaying the first indicator, further dynamically adjusts the display format of the first indicator according to the real-time changes in the degree of offset, so that the visual appearance (such as color) of the first indicator is always synchronized with the actual degree of the current recoil offset, thereby providing players with continuous, real-time and dynamically updated visual feedback according to the battle situation, enabling players to grasp the changing trend of the recoil state in an instant, and realizing true dynamic recoil control guidance.
[0083] Further, in one embodiment of this disclosure, the style of the first identifier is at least partially the same as that of the virtual crosshair, and the step of displaying the first identifier for indicating the target position includes: In the graphical user interface, a movement animation is displayed showing the first identifier moving from the position of the virtual crosshair to the target position, and at the end of the movement animation, the first identifier is controlled to remain displayed at the target position.
[0084] The phrase "the first indicator is at least partially the same as the virtual crosshair" means that the first indicator can adopt a shape similar to or even identical to the virtual crosshair. This reduces the learning curve for players, allowing them to quickly perceive the inherent relationship between the first indicator and the virtual crosshair, and thus understand the specific pressure compensation operation method. For example, when the virtual crosshair is a white crosshair, the first indicator can be a yellow crosshair; or both the first indicator and the virtual crosshair can be circular crosshairs, differing only in size, color, or other display attributes.
[0085] The movement animation refers to a continuous transition animation in which the first marker gradually moves from the location of the virtual crosshair to the target location. In an optional implementation, the movement animation is used to allow players to intuitively perceive the process of the first marker separating from the crosshair position and moving towards the target position, thereby understanding the compensation direction more naturally. For example, the movement animation could be the first marker moving from the crosshair position in the center of the screen to the target position in a smooth sliding manner; or, for another example, the movement animation could be the first marker gradually appearing and transitioning from the crosshair position to the target position with a trajectory.
[0086] In one specific application, the instant a player begins continuous firing, a first indicator, identical in shape to the white crosshair but yellow in color, smoothly slides out from the center of the screen's virtual crosshair position. It moves along a visible trajectory to the target position below the virtual crosshair and then remains displayed. Seeing the yellow crosshair "split" from their white virtual crosshair and move downwards, the player intuitively understands the need to compensate for recoil by pulling downwards. They then drag the mouse down to make the white virtual crosshair catch up with and align with the yellow first indicator, thus canceling out recoil.
[0087] Through the above steps, the interactive control method in the game provided by this disclosure adopts a first identifier that is at least partially the same as the virtual crosshair style. Through the movement animation of the first identifier moving from the crosshair position to the target position and the continued display after the animation ends, the player can clearly see where the compensation point "splits" out from the crosshair and moves to. This not only visually strengthens the correspondence between the first identifier and the virtual crosshair, but also intuitively presents the movement direction and distance required for recoil control, further reducing the cognitive cost for the player to understand and follow the first identifier.
[0088] Further, in one embodiment of this disclosure, the step of determining the offset vector of the attack trajectory of the virtual weapon relative to the expected trajectory direction when performing an attack action, based on the offset parameter, includes: The offset vector is determined based on the offset parameter and the relative motion information between the virtual weapon and the target; wherein the relative motion information includes the relative displacement, relative velocity, and / or relative position change between the virtual weapon and the target.
[0089] In this context, the attack target refers to the object that the virtual weapon points at during an attack. In one alternative implementation, the attack target is typically a moving enemy object whose movement affects the lead required for the bullet to hit. For example, the attack target could be an enemy character moving laterally in the game scene; or it could be an enemy vehicle rapidly approaching or moving away from the player.
[0090] The relative motion information refers to information used to describe the relative motion state between the virtual weapon and the target. In an optional implementation, the relative motion information is used to incorporate compensation for the target's motion in the calculation of the offset vector, that is, in addition to recoil offset, it also takes into account the lead required due to the target's movement. For example, the relative motion information can be the relative displacement of the virtual weapon and the target over a period of time; or, for example, the relative motion information can also be the relative velocity or relative position change between the two.
[0091] It is understandable that by introducing relative motion information into the determination of the offset vector, the final determined first marker position can simultaneously cover the recoil compensation amount and the target movement lead. When fighting against moving targets, players do not need to perform separate recoil control and tracking operations. They only need to track a single first marker to complete both compensations at the same time, which greatly reduces the operational complexity in dynamic gunfight scenarios and improves the hit rate of continuous shooting.
[0092] In a specific application, when a player uses an automatic rifle to shoot an enemy character running laterally to the right, the game system first calculates the recoil compensation component based on the offset parameters. Then, it multiplies the relative velocity between the virtual weapon and the target by a preset bullet flight prediction time to obtain the target motion lead component. The recoil compensation component and the target motion lead component are then vector-added to synthesize the offset vector. For example, when the offset parameters correspond to a downward compensation component and the target's relative velocity is 5 m / s to the right, the vertical component of the offset vector is the downward recoil compensation, and the horizontal component is the rightward target motion lead. Another example is when the target approaches the virtual weapon vertically with a relative velocity; the target motion lead acts vertically and is vector-superimposed with the vertical recoil compensation component to obtain a composite offset vector. This offset vector simultaneously includes both vertical recoil compensation and vertical lead. The first marker position determined accordingly comprehensively reflects the composite compensation. The player only needs to operate the crosshair to follow this first marker to simultaneously control recoil and track the target. When the enemy character stops moving and the relative motion information between the two approaches zero, the offset vector degenerates into being determined solely by the recoil.
[0093] Through the above steps, the interactive control method in the game provided by this disclosure, when determining the offset vector, not only relies on the offset parameter representing recoil, but also combines relative motion information such as relative displacement, relative velocity and / or relative position change between the virtual weapon and the attack target. Thus, the offset vector simultaneously covers both recoil compensation and target movement lead. The target position and first marker determined accordingly can simplify the complex "following and controlling recoil" operation into tracking a single marker, significantly reducing the operational complexity of players in dynamic combat scenarios.
[0094] Furthermore, in one embodiment of this disclosure, the method includes: When the virtual weapon continuously performs firing actions, the control executes the steps of acquiring the expected ballistic direction and the offset parameters corresponding to the virtual weapon. When the virtual weapon stops continuously firing, the first icon is canceled from display.
[0095] The "stopping continuous firing" refers to the virtual weapon ending its continuous firing state, such as when the player releases the fire button or the magazine runs out of ammunition. In an optional implementation, this state serves as a trigger condition for canceling the display of the first indicator, preventing the first indicator from interfering with the player's vision when recoil control is not required. For example, stopping continuous firing is determined when the player releases the fire button; similarly, stopping continuous firing is also determined when the virtual weapon automatically stops firing when the current magazine runs out of ammunition.
[0096] It is understandable that by displaying the first indicator only during continuous firing and automatically canceling it after stopping firing, the compensation guidance is presented on demand. This ensures the continuity of recoil control guidance during firing and avoids additional visual elements from obstructing or interfering with the player's observation of the battlefield when not firing, thereby improving the simplicity of the interface interaction and the immersion in the game.
[0097] In a specific application, when a player holds down the fire button to start continuous firing, the game system immediately performs the steps of obtaining the expected bullet trajectory direction and offset parameters, and displays the first indicator in the graphical user interface to guide recoil control. When the player releases the fire button to stop firing, or when all 30 bullets in the current magazine are exhausted and the virtual weapon automatically stops firing, the game system immediately cancels the display of the first indicator, leaving only the original white virtual crosshair on the screen. This avoids the first indicator interfering with the player's field of vision during periods when recoil control is not required, such as when the player is moving, reloading, or searching.
[0098] Through the above steps, the interactive control method in the game provided by this disclosure only performs steps such as obtaining the expected ballistic direction and offset parameters and displays the first indicator during continuous firing of virtual weapons. When continuous firing stops, the first indicator is canceled, so that the first indicator only appears during continuous firing when there is a need to control recoil. Before and after firing, it overlaps with the main crosshair or disappears so as not to interfere with vision. This ensures that the recoil control guidance is presented on demand and avoids unnecessary interference with the player's normal aiming field of vision, further optimizing the interactive experience.
[0099] Secondly, this disclosure also provides an interactive control device for games.
[0100] Please refer to Figure 4 This is a schematic diagram of the structure of an interactive control device in a game provided in one implementation of this disclosure. In this device, a graphical user interface is provided through a terminal device. The graphical user interface displays at least a portion of the game scene, which includes a virtual weapon controlled by the terminal device. As shown in the figure, the interactive control device 100 in the game may include: The acquisition module is used to acquire the expected ballistic direction of the virtual weapon and the offset parameters corresponding to the virtual weapon; The determination module is configured to determine, based on the offset parameter, the offset vector of the attack trajectory of the virtual weapon relative to the expected trajectory direction when performing an attack action; and to determine a target position in the graphical user interface based on the expected trajectory direction and the offset vector. A display module is used to display a first identifier indicating the target location.
[0101] It should be noted that the above is only a brief description of the interactive control device 100 in the game provided by this disclosure. The process steps and / or functions performed by the interactive control device 100 in the game provided by this disclosure are generally consistent with the steps and / or functions described in the various embodiments of the interactive control method in the game provided above, so they will not be described in detail here.
[0102] As described above, the interactive control device 100 in the game provided by this disclosure acquires the expected ballistic direction and offset parameters of the virtual weapon, determines the offset vector of the attack ballistic relative to the expected ballistic direction based on the offset parameters, and then determines the target position in the graphical user interface based on the expected ballistic direction and offset vector, and displays a first identifier at the target position. This transforms the abstract recoil ballistic data inside the virtual weapon into an intuitive and visible compensation guide point in the interface, solving the problem of lack of forward-looking and visual recoil control feedback during continuous shooting in the prior art. It transforms the abstract ballistic memory into an intuitive spatial tracking operation, significantly reducing the player's operation threshold, learning cost and cognitive load. At the same time, because the first identifier only provides a purely visual prompt and does not perform automatic correction, it retains the space for operation skills and competitive fairness, and improves the operation friendliness and game experience of shooting games.
[0103] Furthermore, this disclosure also provides an electronic device.
[0104] Please refer to Figure 5 This is a schematic diagram of the hardware architecture of an electronic device provided in one implementation of this disclosure. As shown in the figure, the electronic device 200 includes a processor 201, a memory 202, a communication interface, and a bus 203, which are connected via the bus 203. Processor 201 may be an integrated circuit chip with signal processing capabilities. The aforementioned processor 201 can also be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can 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. A general-purpose processor can be a microprocessor or any conventional processor.
[0105] Memory 202 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. Bus 203 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.
[0106] In an alternative implementation, memory 202 stores computer-executable instructions that can be executed by processor 201. Processor 201 executes these computer-executable instructions to provide a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, which includes virtual weapons controlled via the terminal device. It also implements the interactive control methods described above, specifically including the following steps: Obtain the expected ballistic direction of the virtual weapon and the offset parameters corresponding to the virtual weapon; Based on the offset parameter, determine the offset vector of the attack trajectory of the virtual weapon relative to the expected trajectory direction when performing an attack action; Based on the expected ballistic direction and the offset vector, a target position is determined in the graphical user interface; Display a first identifier used to indicate the target location.
[0107] It should be noted that the above is only a brief description of the electronic device 200 provided in this disclosure. The process steps and / or functions performed by the electronic device 200 when it is working are largely consistent with the steps and / or functions described in the various embodiments of the interactive control method in the game provided in the previous text. Therefore, they will not be described in detail here.
[0108] As described above, the electronic device 200 provided in this disclosure acquires the expected ballistic direction and offset parameters of a virtual weapon, determines the offset vector of the attack ballistic relative to the expected ballistic direction based on the offset parameters, and then determines the target position in the graphical user interface based on the expected ballistic direction and offset vector, and displays a first identifier at the target position. This transforms the abstract recoil ballistic data inside the virtual weapon into an intuitive and visual compensation guide point in the interface, solving the problem of lack of forward-looking and visual recoil control feedback during continuous shooting in the prior art. It transforms the abstract ballistic memory into an intuitive spatial tracking operation, significantly reducing the player's operational threshold, learning cost, and cognitive load. Since the first identifier only provides a purely visual prompt and does not perform automatic correction, it preserves the space for operational skills and competitive fairness, thereby improving the operability and gaming experience of shooting games.
[0109] Finally, this disclosure also provides a computer-readable storage medium.
[0110] In an alternative implementation, the computer-readable storage medium stores computer-executable instructions. When these instructions are invoked and executed by a processor, they cause the processor to provide a graphical user interface (GUI) via a terminal device. The GUI displays at least a portion of the game scene, which includes a virtual weapon controlled by the terminal device. The GUI also implements the interactive control method described above, specifically including the following steps: Obtain the expected ballistic direction of the virtual weapon and the offset parameters corresponding to the virtual weapon; Based on the offset parameter, determine the offset vector of the attack trajectory of the virtual weapon relative to the expected trajectory direction when performing an attack action; Based on the expected ballistic direction and the offset vector, a target position is determined in the graphical user interface; Display a first identifier used to indicate the target location.
[0111] It should be noted that the above is only a brief description of the computer-readable storage medium provided in this disclosure. The process steps and / or functions performed by the computer-readable storage medium provided in this disclosure are largely consistent with the steps and / or functions described in the various embodiments of the interactive control method in the game provided in the foregoing text disclosure, so they will not be described in detail here.
[0112] As described above, the computer-readable storage medium provided in this disclosure acquires the expected ballistic direction and offset parameters of a virtual weapon, determines the offset vector of the attack trajectory relative to the expected ballistic direction based on the offset parameters, and then determines the target position in the graphical user interface based on the expected ballistic direction and offset vector, displaying a first identifier at the target position. This transforms the abstract recoil trajectory data inside the virtual weapon into an intuitive and visual compensation guide point in the interface, solving the problem of lack of pre-emptive and visual recoil control feedback during continuous firing in the prior art. It transforms abstract ballistic memory into intuitive spatial tracking operation, significantly reducing the player's operational threshold, learning cost, and cognitive load. Since the first identifier only provides a purely visual prompt without automatic correction, it preserves the space for operational skills and competitive fairness, improving the operability and gaming experience of shooting games.
[0113] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. An interactive control method in a game, characterized in that, The method includes providing a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene, the game scene including virtual weapons controlled via the terminal device: Obtain the expected ballistic direction of the virtual weapon and the offset parameters corresponding to the virtual weapon; Based on the offset parameter, determine the offset vector of the attack trajectory of the virtual weapon relative to the expected trajectory direction when performing an attack action; Based on the expected ballistic direction and the offset vector, a target position is determined in the graphical user interface; Display a first identifier used to indicate the target location.
2. The method according to claim 1, characterized in that, Before the step of obtaining the expected ballistic direction corresponding to the virtual weapon, the method further includes: The expected ballistic direction is determined based on the directional reference information of the virtual weapon in the game scene; wherein, the directional reference information includes the aiming direction of the virtual weapon, and / or the position information of the target object in the game scene that meets the preset position conditions of the virtual weapon.
3. The method according to claim 2, characterized in that, The graphical user interface displays a virtual crosshair, which is used to indicate the aiming direction of the virtual weapon; the step of determining the expected ballistic direction based on the directional reference information of the virtual weapon in the game scene includes: The control determines the aiming direction indicated by the virtual crosshair as the expected ballistic direction.
4. The method according to claim 2, characterized in that, The step of determining the expected ballistic direction based on the orientation reference information of the virtual weapon in the game scene includes: When the target object is within the attack range of the virtual weapon, the control determines the direction pointing to the target part of the virtual object as the expected ballistic direction; wherein, the target part includes the center position of the torso or the head position of the target object.
5. The method according to claim 1, characterized in that, The virtual weapon includes ballistic configuration data, which describes the changes in offset parameters when the virtual weapon continuously performs firing actions. The step of obtaining the offset parameters corresponding to the virtual weapon includes: Determine the continuous firing progress information when the virtual weapon continuously performs firing actions; wherein, the continuous firing progress information includes the cumulative number of shots and / or the cumulative firing duration of the virtual weapon continuously performing firing actions; Based on the continuous firing progress information, the offset parameters corresponding to the virtual weapon are obtained from the ballistic configuration data.
6. The method according to claim 1, characterized in that, The step of determining a target position in the graphical user interface based on the expected ballistic direction and the offset vector includes: A reference position is determined in the graphical user interface based on the expected ballistic direction of the virtual weapon. The reference position is translated by the magnitude of the offset vector in the opposite direction to determine the target position in the graphical user interface.
7. The method according to claim 1, characterized in that, The step of displaying a first identifier for indicating the target location includes: Based on the expected ballistic direction, determine the degree of offset of the offset vector; The display format of the first identifier is determined based on the degree of offset; wherein different display formats correspond to different offset degree ranges; The control displays the first identifier at the target location according to the determined display format.
8. The method according to claim 7, characterized in that, After the step of controlling the display of the first identifier at the target location according to the determined display format, the method further includes: Based on the real-time changes in the degree of offset, the display format of the first identifier is controlled and adjusted to adapt the display format of the first identifier to the real-time changes in the degree of offset.
9. The method according to claim 3, characterized in that, The first identifier has a style that is at least partially the same as the virtual crosshair, and the step of displaying the first identifier for indicating the target position includes: In the graphical user interface, a movement animation is displayed showing the first identifier moving from the position of the virtual crosshair to the target position, and at the end of the movement animation, the first identifier is controlled to remain displayed at the target position.
10. The method according to claim 1, characterized in that, The step of determining the offset vector of the attack trajectory of the virtual weapon relative to the expected trajectory direction when performing an attack action, based on the offset parameter, includes: The offset vector is determined based on the offset parameter and the relative motion information between the virtual weapon and the target; wherein the relative motion information includes the relative displacement, relative velocity, and / or relative position change between the virtual weapon and the target.
11. The method according to claim 1, characterized in that, The method includes: When the virtual weapon continuously performs firing actions, the control executes the steps of acquiring the expected ballistic direction and the offset parameters corresponding to the virtual weapon. When the virtual weapon stops continuously firing, the first icon is canceled from display.
12. An interactive control device for a game, characterized in that, The device provides a graphical user interface (GUI) via a terminal device, the GUI displaying at least a portion of a game scene, the game scene including a virtual weapon controlled via the terminal device, the device comprising: The acquisition module is used to acquire the expected ballistic direction of the virtual weapon and the offset parameters corresponding to the virtual weapon; The determination module is configured to determine, based on the offset parameter, the offset vector of the attack trajectory of the virtual weapon relative to the expected trajectory direction when performing an attack action; and to determine a target position in the graphical user interface based on the expected trajectory direction and the offset vector. A display module is used to display a first identifier indicating the target location.
13. A terminal device, characterized in that, include: Processor, memory, and computer program instructions stored in said memory and executable on said processor; When the processor executes the computer program instructions, it implements the method as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer program instructions that, when executed by a processor, are used to implement the method as described in any one of claims 1 to 11.