Aiming method, device, computer device, and storage medium

The aiming method and device enhance aiming efficiency and flexibility by accelerating sight movement using capture points, addressing the time-consuming and inflexible aiming issues in first-person shooter games.

JP2026507468APending Publication Date: 2026-03-04NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
JP2025545890
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-02-08
Filing Date
2023-06-07
Publication Date
2026-03-04

AI Technical Summary

Technical Problem

The time-consuming nature of aiming in first-person shooter games limits player flexibility and reduces aiming efficiency, resulting in a poor game interaction effect.

Method used

An aiming method and device that display a sight corresponding to a virtual shooting tool, generate a virtual object capture area with multiple capture points, and accelerate the sight movement based on capture point acceleration to quickly align with a target virtual object.

Benefits of technology

This approach significantly reduces aiming time, enhances player flexibility, and improves game interaction efficiency by accelerating the sight movement to the target.

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Abstract

The present application discloses an aiming method, apparatus, computer device, and storage medium, including: displaying a sight corresponding to a virtual shooting tool in a virtual scene in response to an aiming operation based on a virtual shooting tool trigger; generating a virtual object capturing area based on the sight; moving the sight and the virtual object capturing area based on the sight movement operation in response to a sight movement operation on a graphical user interface; determining a sight acceleration corresponding to the overlapping target capturing point in response to a target virtual object and a capture point in the virtual object capturing area overlapping and the sight movement direction approaching the target virtual object; and determining a sight movement speed corresponding to the sight movement operation based on the sight acceleration. Embodiments of the present application accelerate the sight movement speed in response to a player's operation, thereby saving time for sight consumption, improving the player's flexibility in performing aiming operations, increasing the sight efficiency, and improving the game interaction effect.
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Description

Cross-Citation of Related Applications

[0001] This disclosure claims priority to a Chinese patent application bearing application number 202310155896.X and entitled "Aiming Method, Apparatus, Computer Device, and Storage Medium," filed on February 8, 2023, the entire contents of which are incorporated herein by reference. [Technical Field]

[0002] The present disclosure relates to the field of gaming technology, and more particularly to an aiming method, device, computer device, and storage medium. [Background technology]

[0003] With the continuous development of computer communication technology, devices such as smartphones, tablet PCs, and laptops have become widespread. Devices have become increasingly diversified and personalized, becoming essential devices in people's lives and work. To satisfy people's pursuit of spiritual life, mobile casino games have emerged, such as multiplayer online action games developed based on client-server architecture. For example, in first-person shooter games (FPS), players control virtual characters or virtual weapons on the screen. Based on the first- or third-person perspective of the character controlled by the player, players can perform related actions in the game, such as shooting attacks, rescuing teammates, and administering medication. This allows players to experience the visual impact of the game with a sense of realism, greatly enhancing the game's dynamics and realism.

[0004] Currently, in FPS games, a player can operate a virtual firearm to perform a shooting attack on a virtual object in a game scene. In the process of operating the virtual firearm to aim at a virtual object, the player needs to slide his finger across the screen to aim at the virtual object. This takes a long time to aim, limits the player's flexibility in aiming, reduces aiming efficiency, and results in a poor game interaction effect. Summary of the Invention

[0005] The problem you are trying to solve The time consumed when aiming is long, the player has little flexibility when performing aiming operations, the aiming efficiency is low, and the game interaction effect is poor.

[0006] technical solution The embodiments of the present disclosure provide an aiming method, an apparatus, a computer device, and a storage medium, which determine the direction of movement of the sight when the player operates the sight, and operate the sight to accelerate the movement, thereby saving the time spent on aiming, improving the flexibility of the player when operating the sight, increasing the efficiency of aiming, and improving the effect of game interaction.

[0007] According to a first aspect, an embodiment of the present disclosure provides a targeting method for providing a graphical user interface by a terminal device, wherein content displayed on the graphical user interface includes at least a portion of a virtual scene and at least a portion of a virtual object located in the virtual scene, the targeting method including: displaying a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; generating a virtual object capture area consisting of a plurality of capture points based on the sight; In response to a sight movement operation on the graphical user interface, moving the sight and the virtual object capturing area based on the sight movement operation; In response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction approaching the target virtual object, determining a headsight acceleration corresponding to the overlapping target capture point, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration.

[0008] According to a second aspect, an embodiment of the present disclosure provides an aiming device, the aiming device comprising: a display unit, a generating unit, a responding unit, and a determining unit; the display unit is configured to display a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; The generation unit is configured to generate a virtual object capture area consisting of a plurality of capture points based on the sight; the response unit is configured to respond to a sight movement operation on the graphical user interface and move the sight and the virtual object capturing area based on the sight movement operation; The determination unit is configured to, in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, determine a headsight acceleration corresponding to the overlapping target capture point, and determine a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration.

[0009] According to a third aspect, an embodiment of the present disclosure further provides a computer device including a processor, a memory, and a computer program stored in the memory and executable by the processor, the computer program realizing any step of an aiming method when executed by the processor.

[0010] According to a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon, the computer program being executed by a processor to achieve any step of the aiming method.

[0011] Effect of the invention This aspect provides an aiming method, apparatus, computer device, and storage medium, which, in response to an aiming operation triggered based on a virtual shooting tool, display a sight corresponding to the virtual shooting tool in the virtual scene, then generate a virtual object capturing area consisting of a plurality of capture points based on the sight, then, in response to a sight movement operation on the graphical user interface, move the sight and the virtual object capturing area based on the sight movement operation, and finally, in response to a target virtual object overlapping with a capture point in the virtual object capturing area and the sight movement direction being a direction toward the target virtual object, determine a sight acceleration corresponding to the overlapped target capture point, and determine a sight movement speed corresponding to the sight movement operation based on the sight acceleration. In an embodiment of the present disclosure, multiple capture points are set in a virtual scene, and when it is determined that the direction of the sight movement moved by the player through operation of the sight is the direction of movement toward the target virtual object and that the target virtual object overlaps with one of the multiple capture points, the sight movement speed is accelerated based on the sight acceleration corresponding to the capture point, thereby saving time spent on aiming, improving the flexibility of the player when performing aiming operations, increasing the efficiency of aiming, and improving the effect of game interaction. [Brief explanation of the drawings]

[0012] In order to more clearly explain the technical solutions in the embodiments of the present disclosure, the following will briefly introduce the drawings required in the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and those skilled in the art can also obtain other drawings based on these drawings without any creative efforts. [Figure 1] FIG. 1 is a schematic diagram of a scene of an aiming system according to one embodiment of the present disclosure. [Figure 2] 1 is a flowchart of an aiming method according to one embodiment of the present disclosure. [Figure 3] 1 is a schematic diagram of an application scenario of an aiming method according to one embodiment of the present disclosure; FIG. [Figure 4] FIG. 10 is a schematic diagram of another application scenario of the aiming method according to one embodiment of the present disclosure. [Figure 5] FIG. 10 is a schematic diagram of another application scenario of the aiming method according to one embodiment of the present disclosure. [Figure 6] FIG. 10 is a schematic diagram of another application scenario of the aiming method according to one embodiment of the present disclosure. [Figure 7] 1 is a structural schematic diagram of an aiming device according to an embodiment of the present disclosure; [Figure 8] FIG. 1 is a structural schematic diagram of a computer device according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0013] Hereinafter, the technical solutions in the embodiments of the present disclosure will be clearly and completely described with reference to the drawings in the embodiments of the present disclosure, and it is obvious that the described embodiments are only some embodiments of the present disclosure, and not all embodiments, and based on the embodiments in the present disclosure, any other embodiments obtained by a person skilled in the art without any creative work shall fall within the scope of protection of the present disclosure.

[0014] The embodiments of the present disclosure provide a targeting method, an apparatus, a computer device, and a storage medium. Specifically, the targeting method of the embodiments of the present disclosure may be executed by a computer device, which may be a device such as a terminal or a server. The terminal may be a terminal device such as a smartphone, a tablet PC, a laptop, a touchscreen, a game console, a personal computer (PC), or a personal digital assistant (PDA). The terminal may further include a client, which may be a game application client, a browser client carrying a game program, an instant messaging client, or the like. The server may be an independent physical server, a server cluster or distributed system consisting 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 communications, middleware services, domain name services, security services, CDNs, and big data and artificial intelligence platforms.

[0015] For example, when the targeting method is executed on a terminal, the terminal device stores a game application program and presents a virtual scene on a game screen. The terminal device is configured to interact with a user through a graphical user interface, for example, by downloading, installing, and running a game application program. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, by rendering and displaying the graphical user interface on a display screen of the terminal device, or by presenting the graphical user interface through holographic projection. For example, the terminal device may include a touch display screen that presents a graphical user interface including a game screen and receives user operation commands acting on the graphical user interface, and a processor that executes the game, generates the graphical user interface, responds to the operation commands, and controls the display of the graphical user interface on the touch display screen.

[0016] For example, if the targeting method is executed by a server, it may be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the execution mode of cloud gaming, the entity that executes the game application and the entity that presents the game screen are separated, and the storage and execution of the targeting method are completed on the cloud game server. The presentation of the game screen is completed on the cloud game client, which is mainly used to receive and transmit game data and present the game screen. For example, the cloud game client may be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, palmtop computer, or personal digital assistant, but the terminal device that processes the game data is the cloud game server. When playing a game, the user operates the cloud game client to send operation commands to the cloud game server, and the cloud game server executes the game based on the operation commands, encodes and compresses data such as game screens, and returns the data to the cloud game client via a network. Finally, the cloud game client decodes the data and outputs the game screen.

[0017] As shown in FIG. 1, FIG. 1 is a scene schematic diagram of an aiming system according to an embodiment of the present disclosure. The system may include at least one terminal, at least one server, at least one database, and a network. A terminal owned by a user can be connected to different game servers via the network. A terminal is any device having computing hardware capable of supporting and executing software products corresponding to a game. When the system includes multiple terminals, multiple servers, and multiple networks, different terminals may be connected to each other via different networks and different servers. The network may be a wireless network or a wired network, such as a wireless LAN (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. Different terminals may also be connected to other terminals, servers, etc. using their own Bluetooth networks or hotspot networks. For example, to support multiplayer games, multiple users can go online through different terminals, connect via an appropriate network, and synchronize with each other. The system may also include multiple databases coupled to different servers, and information about the game environment may be continuously stored in the database when different users play multiplayer games online.

[0018] An embodiment of the present disclosure provides an aiming method, which may be executed by a terminal or a server. In the embodiment of the present disclosure, an example is described in which the aiming method is executed by a terminal. Here, the terminal may include a touch display screen and a processor (obviously, the terminal may employ external devices such as a mouse and a keyboard as input devices; here, a touch display screen is used as an example). The touch display screen is configured to receive a graphical user interface and a user's operation command acting on the graphical user interface. When a user operates the graphical user interface through the touch display screen, the graphical user interface may control local content of the terminal in response to the received operation command, or may control content of an opposing server in response to the received operation command. For example, the operation command generated by the user for the graphical user interface includes an instruction to launch a game application program, and the processor is configured to launch the game application program after receiving the instruction to launch the game application program provided by the user. The processor is also configured to render and draw a graphical user interface related to the game on the touch display screen. The touch display screen is a multi-touch screen that can sense touch or slide operations performed simultaneously at multiple points on the screen. When a user performs a touch operation on a graphical user interface using a finger, and the graphical user interface detects the touch operation, different virtual objects in the graphical user interface of a game are controlled to perform actions corresponding to the touch operation. For example, the game may be any of games such as casual games, action games, role-playing games, strategy games, sports games, puzzle games, etc. Here, the game may include a virtual game scene depicted in the graphical user interface.The virtual scene of the game may also include one or more virtual objects, such as a virtual character controlled by a user (or player). The virtual scene of the game may also include one or more obstacles, such as handrails, ditches, or walls, to restrict the movement of the virtual objects, for example, to restrict the movement of one or more objects to a specific area within the virtual scene. Optionally, the virtual scene of the game may further include one or more elements, such as skill, score, character health, or energy, to provide help to the player, provide virtual services, and increase a score associated with the player's performance. The graphical user interface may also display one or more indicators to provide instructional information to the player. For example, a game may include a player-controlled virtual object and one or more other virtual objects, such as enemy characters. In one embodiment, the one or more other virtual objects are controlled by other players of the game. For example, the one or more other virtual objects may be controlled by a computer, such as a robot using an artificial intelligence (AI) algorithm, to realize a human-machine battle mode. For example, the virtual objects have various skills and abilities that allow the game player to achieve targets. For example, a virtual object may possess one or more weapons, implements, tools, etc. for eliminating other objects from the game. Such skills or abilities may be activated by a game player using one of a number of predefined touch operations on a touch display screen of the terminal. The processor may be configured to display a corresponding game screen in response to an operation command generated by a user's touch operation.

[0019] It should be noted that the schematic diagram of the aiming system scene shown in Figure 1 is only an example, and the aiming system and scene described in the embodiments of the present disclosure are intended to more clearly explain the technical solutions of the embodiments of the present disclosure and do not limit the technical solutions of the embodiments of the present disclosure. Those skilled in the art will understand that with the emergence of new business scenarios, the technical solutions of the embodiments of the present disclosure can be similarly applied to similar technical problems.

[0020] In view of the above, the embodiments of the present disclosure provide an aiming method, an apparatus, a computer device, and a storage medium that can improve the game interaction efficiency of a player in a game. Each of these will be described in detail below. Note that the order in which the following embodiments are described does not limit the preferred order of the embodiments.

[0021] An embodiment of the present disclosure provides an aiming method, which may be performed by a terminal or a server. The embodiment of the present disclosure describes an example in which the aiming method is performed by a terminal, in which the method provides a graphical user interface by a terminal device, and the content displayed on the graphical user interface includes at least a portion of a virtual scene and at least a portion of a virtual object located in the virtual scene.

[0022] In an embodiment of the present disclosure, a graphical user interface displays a game screen (game view screen), which includes a virtual scene. The virtual scene is a virtual environment displayed (or provided) when an application program runs on a terminal. The virtual environment may be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. The virtual environment is used for a virtual environment battle between at least two virtual objects, and the virtual environment has virtual resources available to the at least two virtual objects. For example, the graphical user interface may display a virtual scene, which may include one or more virtual objects, including a first virtual object, a second virtual object, and a third virtual object, where the first virtual object is a virtual object of the same camp as the second virtual object and the third virtual object is a virtual object of a different camp from the first virtual object and the second virtual object. In a virtual scene, a first virtual object, a second virtual object, and a third virtual object may exist simultaneously, which will be described here by way of example and not limitation. A virtual object (or hero) is an object that can move in a virtual environment. A virtual object may be a virtual character in a game controlled by a user or player through a terminal. In the embodiments of the present disclosure, a first virtual object refers to a virtual object in a game controlled by a current player through a terminal, i.e., a virtual object controlled by the current player. A second virtual object in the same camp as the first virtual object or a third virtual object in an opposing camp to the first virtual object refers to a virtual object in a game controlled by another user through a terminal, i.e., a virtual object controlled by a user at the other end.

[0023] Referring to FIG. 2, FIG. 2 is a flowchart of an aiming method according to an embodiment of the present disclosure, and the specific flow of the aiming method may be the following steps 101 to 104.

[0024] In step 101, in response to an aiming operation triggered based on a virtual shooting tool, a sight corresponding to the virtual shooting tool is displayed in the virtual scene.

[0025] In an embodiment of the present disclosure, the computer device can trigger the display of a sight of the virtual shooting tool in the graphical user interface in response to an aiming operation triggered based on the virtual shooting tool, and display a sight corresponding to the virtual shooting tool in the virtual scene, the sight being an icon for assisting a player in operating the virtual shooting tool to perform a shooting attack.

[0026] In one specific embodiment, the player clicks on an aiming control set in the graphical user interface, and the computer device causes the first virtual object operated by the player to perform an aiming function in accordance with the aiming operation triggered by the player clicking on the aiming control. In this case, the player can use a touch operation to operate a sight corresponding to the aiming operation and move it accordingly in the virtual scene.

[0027] In step 102, a virtual object capture area consisting of a plurality of capture points is generated based on the sight.

[0028] In one embodiment, a virtual object capturing area can be generated based on a preset radius around the sight, with multiple capture points distributed equidistantly around the edge of the virtual object capturing area. For example, referring to FIG. 3 , a graphical user interface is displayed on a touch display screen of a computer device. Content displayed on the graphical user interface includes a virtual scene and a first candidate virtual object and a second candidate virtual object, which are at least some virtual objects located in the virtual scene. A player clicks an aiming control on the graphical user interface. In response to the aiming operation triggered by the player clicking the aiming control, the computer device displays a sight corresponding to a virtual shooting tool in the virtual scene. A virtual object capturing area can be generated based on a preset radius of 5 meters around the sight, with multiple capture points distributed equidistantly around the edge of the virtual object capturing area. Note that both the virtual object capturing area and the capture points are invisible to the player.

[0029] In order to determine an acceleration movement region of the front sight, the step of "generating a virtual object capturing region based on the front sight" includes: The method includes a step of generating a plurality of circular regions based on the front sight, wherein the plurality of circular regions are configured to form the virtual object capture region, the plurality of circular regions are concentric circles, and between two adjacent circular regions, the radius of a circular region closer to the front sight becomes smaller, the interval between two adjacent circular regions is the same or different, a plurality of capture points are distributed equidistantly on the edge of each circular region, the front sight acceleration corresponding to the capture points in the same circular region is the same, and the front sight acceleration corresponding to the capture points in the circular region closer to the front sight becomes larger.

[0030] Here, in the embodiment of the present disclosure, the multiple circular regions generated based on the front sight are all concentric circles, and the interval between two adjacent circular regions may be the same or different. For example, the interval between two adjacent circular regions in the multiple circular regions generated based on the front sight may be the same interval value. Also, for example, the interval between each two adjacent circular regions in the multiple circular regions generated based on the front sight may be different interval values. The specific interval value setting rule may be a parameter customized by the creator. For example, the interval value setting rule is such that the interval between each two adjacent circular regions far from the front sight is larger than the interval between each two adjacent circular regions close to the front sight. Here, the description is given by way of example only, and other aspects are not limited to these.

[0031] For example, referring to FIG. 4, a graphical user interface is displayed on a touch display screen of a computer device, and content displayed on the graphical user interface includes a virtual scene and a first candidate virtual object and a second candidate virtual object that are at least some of virtual objects located in the virtual scene. A player clicks an aiming control provided on the graphical user interface, and the computer device displays a virtual shooting tool in the virtual scene in response to the aiming operation triggered by the player clicking the aiming control. A corresponding sight is displayed, and a plurality of circular regions, i.e., a first circular region, a second circular region, and a third circular region, can be generated based on the sight, the first circular region and the second circular region are concentric circles, and a plurality of capture points are equidistantly distributed on the edge of each circular region, and the acceleration corresponding to the capture point belonging to the first circular region is a, that is, the sight acceleration of the capture point in the first circular region is a, the acceleration corresponding to the capture point belonging to the second circular region is 2a, that is, the sight acceleration of the capture point in the second circular region is 2a, and the acceleration corresponding to the capture point belonging to the third circular region is 3a, that is, the sight acceleration of the capture point in the third circular region is 3a. When the target virtual object overlaps with the capture point in a certain circular region, the sight movement speed V1 at this time can be calculated according to the formula V1=V0+at, where V0 is the current sight movement speed of the sight, and a is the sight acceleration. According to the above processing, the acceleration between adjacent circular areas is increased by a factor the closer the area is to the front sight, so that the front sight acceleration corresponding to the capture point of the circular area is increased the closer the area is to the front sight, thereby making it possible to increase the movement speed of the front sight.

[0032] Optionally, the acceleration corresponding to the capture point belonging to the first circular region may be a1, the acceleration corresponding to the capture point belonging to the second circular region may be a2, and the acceleration corresponding to the capture point belonging to the third circular region may be a3, where the value of a1 is smaller than a2 and the value of a2 is smaller than a3, so that the closer the circular region to the front sight, the larger the front sight acceleration corresponding to the capture point of that circular region, and the faster the front sight moving speed.

[0033] Alternatively, a graphical user interface is displayed on a touch display screen of the computer device, and content displayed on the graphical user interface includes a virtual scene and a first candidate virtual object and a second candidate virtual object that are at least some of virtual objects located in the virtual scene, and a player clicks an aiming control provided on the graphical user interface, and the computer device displays a sight corresponding to a virtual shooting tool on the virtual scene in response to the aiming operation triggered by the player clicking the aiming control. and based on the front sight, a plurality of circular regions, i.e., a first circular region, a second circular region, and a third circular region, can be generated, the first circular region and the second circular region being concentric circles, and a plurality of capture points are distributed equidistantly on the edge of each circular region, and the acceleration corresponding to the capture points belonging to the first circular region is smaller than the acceleration corresponding to the capture points belonging to the second circular region, which in turn is smaller than the acceleration corresponding to the capture points belonging to the third circular region, so that the closer the circular region to the front sight, the larger the front sight acceleration corresponding to the capture points in that circular region can be, and the faster the front sight moving speed can be.

[0034] In one embodiment, the step of "generating a virtual object capturing area based on the front sight" includes: The method includes a step of generating a virtual object capturing area based on a preset radius with the front sight as the center of a circle, and distributing a plurality of capturing points equidistantly on the edge of the virtual object capturing area.

[0035] In order to detect whether the virtual object overlaps with the capture point, the step of "generating a virtual object capture area based on the sight" includes: The step of providing the plurality of acquisition points around the front sight includes the step of each acquisition point in the plurality of acquisition points projecting a detection line into the virtual scene, the detection line being configured for collision detection with the virtual object.

[0036] Specifically, in an embodiment of the present disclosure, each capture point is an end point, and the end point of each capture point generates multiple detection rays based on a preset length, where the detection rays are configured to detect whether a virtual object overlaps with the capture point, and each detection ray corresponds to one capture point.

[0037] Alternatively, in an embodiment of the present disclosure, a plurality of aiming rays are generated based on a preset length with the sight as an end point, wherein the aiming rays are configured to detect whether a virtual object may be shot by a virtual shooting tool, and each aiming ray is provided with a corresponding capture point, the distance between each capture point and the sight is the same, and the launch angle of each aiming ray in the plurality of aiming rays is different.

[0038] Furthermore, the step of "determining a headsight acceleration corresponding to the overlapped target capture point in response to the target virtual object overlapping with a capture point within the virtual object capture area and the headsight movement direction being a direction toward the target virtual object" includes: determining a target capture point corresponding to a target detection line when it is detected that the target detection line among a plurality of detection lines collides with the target virtual object and the direction of the sight movement is a direction toward the target virtual object; and obtaining a front sight acceleration corresponding to the target acquisition point.

[0039] In step 103, in response to a sight movement operation on the graphical user interface, the sight and the virtual object capturing area are moved based on the sight movement operation.

[0040] In an embodiment of the present disclosure, a player can generate a touch operation on a graphical user interface to generate a sight movement operation, and a computing device responds to the sight movement operation on the graphical user interface and moves the sight and the virtual object capture area based on the sight movement operation.

[0041] For example, referring to FIG. 5 , a graphical user interface is displayed on a touch display screen of a computer device, and content displayed on the graphical user interface includes a virtual scene and a first candidate virtual object and a second candidate virtual object that are at least some virtual objects located in the virtual scene. A player clicks an aiming control provided on the graphical user interface, and the computer device displays a sight corresponding to a virtual shooting tool in the virtual scene in response to the aiming operation triggered by the player clicking the aiming control, and generates a plurality of circular regions, i.e., a first circular region, a second circular region, and a third circular region, based on the sight, where the first circular region and the second circular region are concentric circles. When it is detected that the player is manipulating the sight to move it in the virtual scene, the computer device moves the sight and the virtual object capturing region based on the sight movement operation by the player on the graphical user interface.

[0042] In one embodiment, the step of "responding to a sight movement operation on the graphical user interface" includes: When it is detected that there are at least two virtual objects that overlap with different capture points within the virtual object capture area, the method includes a step of determining, in response to a sight movement operation on the graphical user interface, a movement direction of the sight and each of the virtual objects in the at least two virtual objects, and determining a target virtual object based on the movement direction, wherein the target virtual object is the virtual object that the sight movement direction is approaching.

[0043] In step 104, in response to a target virtual object overlapping with a capture point within the virtual object capture area and the headsight movement direction being a direction toward the target virtual object, a headsight acceleration corresponding to the overlapping target capture point is determined, and a headsight movement speed corresponding to the headsight movement operation is determined based on the headsight acceleration.

[0044] In an embodiment of the present disclosure, after the step of "in response to a target virtual object overlapping with a capture point within the virtual object capture area and a sight movement direction being a direction toward the target virtual object, determining a sight acceleration corresponding to the overlapped target capture point, and determining a sight movement speed corresponding to the sight movement operation based on the sight acceleration," the method further comprises: a step of controlling the sight to move to the target virtual object based on the sight movement operation; The method may further include a step of controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a predetermined positional relationship.

[0045] Here, the preset positional relationship may be such that there is no capture point between the target virtual object and the front sight.

[0046] Specifically, in order to save the locking time of the sight, when the computer device detects that the movement direction of the sight approaches the target virtual object and there is no capture point between the target virtual object and the sight, the computer device controls the sight to automatically lock onto the target virtual object and moves the sight to the target virtual object based on the current sight movement speed, so as to align the sight with the target virtual object.

[0047] Optionally, to speed up the locking time of the sight, when the computing device detects that the sight movement direction approaches the target virtual object and there is no capture point between the target virtual object and the sight, the computing device controls the sight to automatically lock onto the target virtual object and move the sight to the target virtual object based on a preset sight movement speed, so as to quickly align the sight with the target virtual object.

[0048] Optionally, after the step of "controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a preset positional relationship", the method further comprises: acquiring a preset adjustment parameter in response to the sight and the aimpoint detection area satisfying a preset condition, the aimpoint detection area being a detection area disposed relative to the target virtual object; The method may further include a step of slowing down the front sight movement speed based on the preset adjustment parameter.

[0049] In order to prevent the player from losing the aiming object due to an operation error after aiming, the computer device can obtain a preset adjustment parameter corresponding to the aim point detection area in response to the sight being located in the aim point detection area, and when it detects that the sight movement direction is away from the target virtual object, the computer device can slow down the sight movement speed based on the preset adjustment parameter.

[0050] In one embodiment, the graphical user interface may further include a game view screen, the game view screen including at least a portion of a virtual scene and at least a portion of a virtual object located in the virtual scene, the game view screen being a screen formed by capturing the virtual scene with a virtual camera, and the sight being displayed at a predetermined position on the game view screen. After the step of "in response to a target virtual object overlapping with a capture point within the virtual object capture area and a sight movement direction being a direction toward the target virtual object, determining a sight acceleration corresponding to the overlapped target capture point, and determining a sight movement speed corresponding to the sight movement operation based on the sight acceleration," the method determining a screen rotation speed of the game view screen based on the sight movement speed; The method can further include a step of controlling the game screen to be switched from a first game view screen to a second game view screen based on the adjusted screen rotation speed.

[0051] In one embodiment, after the step of "determining a headsight movement velocity corresponding to the headsight movement operation based on the headsight acceleration," the method further comprises: The method can further include a step of decelerating and adjusting the sight movement speed of the sight based on the sight acceleration when the sight is aligned with the target virtual object and the sight movement direction is detected to be a direction away from the target virtual object, and moving the sight based on the adjusted sight movement speed.

[0052] Here, when the computer device detects that the display position of the sight and the display position of the target virtual object overlap, it can determine that the sight at this time is aligned with the target virtual object, and can also consider that the sight has locked onto the target virtual object.

[0053] In order to prevent the player from losing the aiming object due to an operation error after aiming, after the step of "decelerating and adjusting a sight movement speed of the sight based on the sight acceleration, and moving the sight based on the adjusted sight movement speed", the method further comprises: The method may further include a step of restoring the adjusted headsight movement speed of the headsight to the headsight movement speed of the headsight when it is detected that the headsight is moving away from the target determination area, wherein the target determination area is an area generated based on the display position of the target virtual object.

[0054] To adjust the speed of the target virtual object in real time based on the overlapping capture point, after the step of "responding to a target virtual object overlapping a capture point within the virtual object capture area and a direction of movement of the sight being in a direction toward the target virtual object," the method further comprises: The method may further include determining a current circular area from the plurality of circular areas based on the overlapping target acquisition points, wherein the current circular area is the circular area to which the target acquisition point belongs.

[0055] Furthermore, after the step of "determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration," the method further When it is detected that the target virtual object has moved away from the target acquisition point and overlapped with a new acquisition point in a new circular region of the plurality of circular regions, the method may further include determining a headsight acceleration corresponding to the new acquisition point, and determining the new headsight movement velocity based on the headsight movement velocity and the headsight acceleration corresponding to the new acquisition point.

[0056] In one specific embodiment, after the step of "responding that a target virtual object overlaps with a capture point within the virtual object capture area and that a direction of movement of a sight is a direction toward the target virtual object," the method further comprises: The method may further include generating a target graphic area for determining an overlapping acquisition point with the target virtual object based on the overlapping target acquisition point, the front sight, and a preset graphical generation rule.

[0057] Furthermore, after the step of "determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration," the method further determining whether the front sight is aligned with the target virtual object when it is detected that the target virtual object continues to move to the front sight; When the sight is aligned with the target virtual object, stopping accelerating the sight movement speed based on the sight acceleration; If the sight is not aligned with the target virtual object, determining whether the target virtual object overlaps with another capture point within the virtual object capture area; if the target virtual object overlaps with another capture point within the virtual object capture area, obtaining a sight acceleration corresponding to the capture point that is currently overlapping with the target virtual object, accelerating a sight movement speed based on the sight acceleration, and continuing to determine whether the sight is aligned with the target virtual object.

[0058] Based on the above description, the aiming method of the present disclosure will be further described below by taking an example. For example, as shown in FIG. 6, a specific example of the aiming method is as follows:

[0059] (1) A graphical user interface is displayed on a touch display screen of a computer device, and content displayed on the graphical user interface includes a virtual scene and a first candidate virtual object and a second candidate virtual object that are at least some of virtual objects located in the virtual scene. A player clicks an aiming control provided on the graphical user interface, and the computer device displays a sight corresponding to a virtual shooting tool in the virtual scene in response to the aiming operation triggered by the player clicking the aiming control. Then, based on the front sight, a plurality of circular regions, i.e., a first circular region, a second circular region, and a third circular region, are generated, the first circular region and the second circular region are concentric circles, and a plurality of capture points are distributed equidistantly on the edge of each circular region, the acceleration corresponding to the capture points belonging to the first circular region is a1, the acceleration corresponding to the capture points belonging to the second circular region is a2, and the acceleration corresponding to the capture points belonging to the third circular region is a3, where the value of a1 is smaller than the value of a2 and the value of a2 is smaller than the value of a3, so that the closer the circular region is to the front sight, the larger the front sight acceleration corresponding to the capture points in that circular region can be, and the faster the movement speed of the front sight can be.

[0060] (2) When it is detected that a player is manipulating the sight to move it in the virtual scene, the sight and the multiple circular areas are moved based on the sight movement operation by the player in response to the sight movement operation on the graphical user interface.

[0061] (3) When a target virtual object overlaps with a capture point within the virtual object capture area and the headsight movement direction approaches the target virtual object, obtain a headsight acceleration corresponding to the overlapping target capture point. In this case, since a second candidate virtual object overlaps with a capture point within the virtual object capture area, the second candidate virtual object is the target virtual object, and obtain a headsight acceleration corresponding to the overlapping target capture point. The circular area in which the target capture point is located is a first circular area, and the headsight acceleration corresponding to the capture point in the first circular area is a. Calculate the target movement speed based on the speed calculation formula V1=V0+at, thereby causing the headsight to move toward the target virtual object at the target movement speed until the headsight is aligned with the target virtual object, where V1 is the target movement speed, V0 is the headsight movement speed, and a is the headsight acceleration.

[0062] As described above, an embodiment of the present disclosure provides an aiming method, which displays a sight corresponding to a virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool, then generates a virtual object capturing area consisting of a plurality of capture points based on the sight, then moves the sight and the virtual object capturing area based on the sight movement operation in response to a sight movement operation on the graphical user interface, and when a target virtual object overlaps with a capture point in the virtual object capturing area and the sight movement direction approaches the target virtual object, determines a sight acceleration corresponding to the overlapped target capture point, and finally accelerates the sight movement speed based on the sight acceleration until the sight is aligned with the target virtual object. In an embodiment of the present disclosure, multiple capture points are set in a virtual scene, and when it is determined that the direction of the sight movement moved by the player through operation of the sight is the direction of movement toward the target virtual object and that the target virtual object overlaps with one of the multiple capture points, the sight movement speed is accelerated based on the sight acceleration corresponding to the capture point, thereby saving time spent on aiming, improving the flexibility of the player when performing aiming operations, increasing the efficiency of aiming, and improving the effect of game interaction.

[0063] To better implement the aiming method according to the embodiments of the present disclosure, the embodiments of the present disclosure further provide an aiming device based on the above aiming method, where the meanings of the nouns are the same as those in the above aiming method, and specific implementation details can be referred to the descriptions in the method embodiments.

[0064] As shown in Fig. 7, Fig. 7 is a structural schematic diagram of an aiming device according to an embodiment of the present disclosure, the aiming device includes: a display unit 201, a generating unit 202, a responding unit 203, and a determining unit 204; the display unit 201 is configured to display a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; the generating unit 202 is configured to generate a virtual object capturing area consisting of a plurality of capturing points based on the sight; the response unit 203 is configured to respond to a sight movement operation on the graphical user interface and move the sight and the virtual object capturing area based on the sight movement operation; The determination unit 204 is configured to, in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, determine a headsight acceleration corresponding to the overlapping target capture point, and determine a headsight movement velocity corresponding to the headsight movement operation based on the headsight acceleration.

[0065] In some embodiments, the aiming device comprises a first control subunit; a first control subunit configured to control the sight to move to the target virtual object based on the sight moving operation; The first control subunit is further configured to control the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a preset positional relationship.

[0066] In some embodiments, the aiming device comprises a first acquisition sub-unit and a first processing sub-unit; The first acquisition subunit is configured to acquire a predetermined adjustment parameter in response to the sight and the aimpoint detection area satisfying a predetermined condition, where the aimpoint detection area is a detection area positioned relative to the target virtual object.

[0067] The first processing subunit is configured to decelerate the sight movement speed based on the preset adjustment parameter.

[0068] In some embodiments, the aiming device comprises a first determining subunit and a second controlling subunit; The first determination subunit is configured to determine a screen rotation speed of the game view screen based on the sight movement speed; The second control sub-unit is configured to control the game screen to switch from the first game view screen to the second game view screen based on the adjusted screen rotation speed.

[0069] In some embodiments, the aiming device comprises a first adjustment sub-unit; The first adjustment subunit is configured to, when it is detected that the sight is aligned with the target virtual object and the sight movement direction is a direction away from the target virtual object, decelerate and adjust the sight movement speed of the sight based on the sight acceleration, and move the sight based on the adjusted sight movement speed.

[0070] In some embodiments, the aiming device comprises a second adjustment sub-unit; The second adjustment subunit is configured to restore the adjusted headsight movement speed of the headsight to the headsight movement speed of the headsight when it is detected that the headsight moves away from a target determination area, where the target determination area is an area generated based on the display position of the target virtual object.

[0071] In some embodiments, the aiming device comprises a first generating subunit; The first generation subunit is configured to generate a plurality of circular regions based on the front sight, wherein the plurality of circular regions are configured to form the virtual object capture region, the plurality of circular regions are concentric circles, and between two adjacent circular regions, the radius of a circular region closer to the front sight is smaller, the interval between two adjacent circular regions is the same or different, a plurality of capture points are distributed equidistantly on the edge of each circular region, the front sight acceleration corresponding to the capture points in the same circular region is the same, and the front sight acceleration corresponding to the capture points in the circular region closer to the front sight is larger.

[0072] In some embodiments, the aiming device comprises a second determining subunit; The second determination subunit is configured to determine a current circular area from the plurality of circular areas based on the overlapping target acquisition points, where the current circular area is the circular area to which the target acquisition point belongs.

[0073] In some embodiments, the aiming device comprises a third determining subunit; The third determination subunit is configured to, when it is detected that the target virtual object moves away from the target acquisition point and overlaps with a new acquisition point in a new circular area of ​​the plurality of circular areas, determine a headsight acceleration corresponding to the new acquisition point, and determine the new headsight movement velocity based on the headsight movement velocity and the headsight acceleration corresponding to the new acquisition point.

[0074] In some embodiments, the aiming device comprises a fourth determining sub-unit; A fourth determination subunit is configured to, when it is detected that there are at least two virtual objects overlapping with different capture points within the virtual object capture area, determine a movement direction of the sight and each of the virtual objects among the at least two virtual objects in response to a sight movement operation on the graphical user interface, and determine a target virtual object based on the movement direction, wherein the target virtual object is a virtual object that the sight movement direction is approaching.

[0075] In some embodiments, the aiming device comprises a second generating subunit; A second generation subunit is configured to generate a target graphic area for determining an acquisition point overlapping with the target virtual object based on the overlapping target acquisition point, the sight, and a preset graphical generation rule.

[0076] In some embodiments, the aiming device comprises a third generating subunit; The third generation subunit is configured to generate a virtual object capturing area based on a preset radius with the front sight as the center of a circle, and to have a plurality of capturing points distributed equidistantly on the edge of the virtual object capturing area.

[0077] In some embodiments, the aiming device comprises a determining subunit and a second processing subunit; the determination subunit is configured to determine whether the sight is aligned with the target virtual object when it is detected that the target virtual object continues to move toward the sight; the second processing subunit is configured to stop accelerating the headsight movement speed based on the headsight acceleration when the headsight is aligned with the target virtual object; The second processing subunit is further configured to: determine whether the target virtual object overlaps with other capture points within the virtual object capture area if the sight is not aligned with the target virtual object; and if the target virtual object overlaps with other capture points within the virtual object capture area, obtain a sight acceleration corresponding to the capture point overlapping with the current target virtual object; accelerate a sight movement speed based on the sight acceleration; and continue to determine whether the sight is aligned with the target virtual object.

[0078] In some embodiments, the aiming device comprises a setting sub-unit; The setting subunit is configured such that the plurality of acquisition points are arranged around the sight, each acquisition point in the plurality of acquisition points projects a detection line into the virtual scene, and the detection line performs collision detection with the virtual object.

[0079] In some embodiments, the aiming device comprises a fifth determining subunit and a second obtaining subunit; a fifth determination subunit configured to determine a target capture point corresponding to the target detection line when it is detected that the target detection line among the plurality of detection lines collides with the target virtual object and the direction of the sight movement is a direction toward the target virtual object; A second acquisition subunit is configured to acquire a sight acceleration corresponding to the target acquisition point.

[0080] An embodiment of the present disclosure discloses an aiming device, in which a display unit 201 displays a sight corresponding to a virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; a generation unit 202 generates a virtual object capturing area consisting of a plurality of capture points based on the sight; a response unit 203 moves the sight and the virtual object capturing area based on the sight movement operation in response to a sight movement operation on the graphical user interface; a determination unit 204 determines a sight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point in the virtual object capturing area and the sight movement direction is a direction toward the target virtual object, and determines a sight movement speed corresponding to the sight movement operation based on the sight acceleration. In an embodiment of the present disclosure, multiple capture points are set in a virtual scene, and when it is determined that the direction of the sight movement moved by the player through operation of the sight is the direction of movement toward the target virtual object and that the target virtual object overlaps with one of the multiple capture points, the sight movement speed is accelerated based on the sight acceleration corresponding to the capture point, thereby saving time spent on aiming, improving the flexibility of the player when performing aiming operations, increasing the efficiency of aiming, and improving the effect of game interaction.

[0081] Accordingly, an embodiment of the present disclosure provides a computer device, which may be a terminal or a server, and the terminal may be a terminal device such as a smartphone, a tablet PC, a laptop, a touchscreen, a game console, a personal computer (PC), or a personal digital assistant (PDA). As shown in FIG. 8, FIG. 8 is a structural schematic diagram of a computer device according to an embodiment of the present disclosure. The computer device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will recognize that the structure of the computer device shown in the figure does not limit the computer device, and the computer device may include more or fewer components than those shown, or may combine several components or different component arrangements.

[0082] The processor 301 is the control center of the computer equipment 300, and connects each part of the entire computer equipment 300 using various interfaces and lines, executes or loads software programs and / or modules stored in the memory 302, and accesses data stored in the memory 302 to execute various functions and process data of the computer equipment 300, thereby supervising the computer equipment 300 as a whole.

[0083] In an embodiment of the present disclosure, the processor 301 in the computer device 300 loads instructions corresponding to the processes of one or more application programs into the memory 302, and the processor 301 executes the application programs stored in the memory 302, thereby achieving various functions, according to the following steps:

[0084] displaying a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; generating a virtual object capture area consisting of a plurality of capture points based on the sight; In response to a sight movement operation on the graphical user interface, moving the sight and the virtual object capturing area based on the sight movement operation; In response to a target virtual object overlapping with a capture point within the virtual object capture area and the direction of headsight movement being a direction approaching the target virtual object, a headsight acceleration corresponding to the overlapping target capture point is determined, and a headsight movement speed corresponding to the headsight movement operation is determined based on the headsight acceleration.

[0085] In one embodiment, after the step of determining a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the method further comprises: a step of controlling the sight to move to the target virtual object based on the sight movement operation; The method further includes a step of controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a predetermined positional relationship.

[0086] In one embodiment, the preset positional relationship is that there is no acquisition point between the target virtual object and the sight.

[0087] In one embodiment, after the step of controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a preset positional relationship, the method further comprises: acquiring a preset adjustment parameter in response to the sight and the aimpoint detection area satisfying a preset condition, the aimpoint detection area being a detection area disposed relative to the target virtual object; The method further includes a step of slowing down the front sight movement speed based on the preset adjustment parameter.

[0088] In one embodiment, the graphical user interface includes a game view screen, the game view screen including at least a portion of a virtual scene and at least a portion of a virtual object located in the virtual scene, the game view screen being a screen formed by capturing the virtual scene with a virtual camera, and the sight is displayed at a preset position on the game view screen; After the step of determining a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the method further comprises: determining a screen rotation speed of the game view screen based on the sight movement speed; The method further includes a step of controlling the game screen to be switched from a first game view screen to a second game view screen based on the adjusted screen rotation speed.

[0089] In one embodiment, after the step of determining a head sight movement speed corresponding to the head sight movement operation based on the head sight acceleration, the method further comprises: The method further includes a step of decelerating and adjusting the sight movement speed of the sight based on the sight acceleration when the sight is aligned with the target virtual object and the sight movement direction is detected to be a direction away from the target virtual object, and moving the sight based on the adjusted sight movement speed.

[0090] In one embodiment, after the step of decelerating and adjusting the front sight movement speed of the front sight based on the front sight acceleration and moving the front sight based on the adjusted front sight movement speed, the method includes: The method further includes a step of restoring the adjusted headsight movement speed of the headsight to the headsight movement speed of the headsight when it is detected that the headsight is moving away from the target determination area, wherein the target determination area is an area generated based on the display position of the target virtual object.

[0091] In one embodiment, the step of generating a virtual object capturing area based on the front sight comprises: generating a plurality of circular regions based on the front sight; The multiple circular areas are configured to form the virtual object capture area, the multiple circular areas are concentric circles, and between two adjacent circular areas, the radius of the circular area closer to the front sight becomes smaller, the spacing between two adjacent circular areas is the same or different, multiple capture points are distributed at equal distances on the edge of each circular area, the front sight acceleration corresponding to the capture points in the same circular area is the same, and the front sight acceleration corresponding to the capture points in the circular area closer to the front sight becomes larger.

[0092] In one embodiment, after the step of responding that a target virtual object overlaps with a capture point within the virtual object capture area and a direction of sight movement is a direction toward the target virtual object, the method further comprises: determining a current circular area from the plurality of circular areas based on the overlapping target acquisition points, the current circular area being a circular area to which the target acquisition point belongs; After the step of determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the method further comprises: When it is detected that the target virtual object has moved away from the target acquisition point and overlapped with a new acquisition point in a new circular region of the plurality of circular regions, the method further includes determining a headsight acceleration corresponding to the new acquisition point, and determining the new headsight movement velocity based on the headsight movement velocity and the headsight acceleration corresponding to the new acquisition point.

[0093] In one embodiment, the step of responding to a sight movement operation on the graphical user interface includes: when it is detected that there are at least two virtual objects that overlap with different capture points within the virtual object capture area, determining a movement direction of the sight and each of the at least two virtual objects in response to a sight movement operation on the graphical user interface, and determining a target virtual object based on the movement direction; The target virtual object is a virtual object that the movement direction of the front sight approaches.

[0094] In one embodiment, after the step of responding that a target virtual object overlaps with a capture point within the virtual object capture area and a direction of sight movement is a direction toward the target virtual object, the method further comprises: The method further includes generating a target graphic area for determining an overlapping acquisition point with the target virtual object based on the overlapping target acquisition point, the front sight, and a preset graphical generation rule.

[0095] In one embodiment, the step of generating a virtual object capturing area based on the front sight comprises: The method includes a step of generating a virtual object capturing area based on a preset radius with the front sight as the center of a circle, and distributing a plurality of capturing points equidistantly on the edge of the virtual object capturing area.

[0096] In one embodiment, after the step of determining a head sight movement speed corresponding to the head sight movement operation based on the head sight acceleration, the method further comprises: determining whether the front sight is aligned with the target virtual object when it is detected that the target virtual object continues to move to the front sight; When the sight is aligned with the target virtual object, stopping accelerating the sight movement speed based on the sight acceleration; If the sight is not aligned with the target virtual object, determining whether the target virtual object overlaps with another capture point within the virtual object capture area; if the target virtual object overlaps with another capture point within the virtual object capture area, obtaining a sight acceleration corresponding to the capture point that is currently overlapping with the target virtual object, accelerating a sight movement speed based on the sight acceleration, and continuing to determine whether the sight is aligned with the target virtual object.

[0097] In one embodiment, the step of generating a virtual object capturing area based on the front sight comprises: the plurality of acquisition points are provided around the front sight; Each capture point in the plurality of capture points casts a detection line into the virtual scene, the detection line configured for collision detection with the virtual object.

[0098] In one embodiment, in response to a target virtual object overlapping with a capture point within the virtual object capture area and a sight movement direction being a direction toward the target virtual object, determining a sight acceleration corresponding to the overlapped target capture point includes: determining a target capture point corresponding to a target detection line when it is detected that the target detection line among a plurality of detection lines collides with the target virtual object and the direction of the sight movement is a direction toward the target virtual object; and obtaining a front sight acceleration corresponding to the target acquisition point.

[0099] For the specific implementation of each of the above operations, please refer to the previous embodiment, and the description will be omitted here.

[0100] Optionally, as shown in Fig. 8, the computer device 300 further includes a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art will recognize that the structure of the computer device shown in Fig. 8 does not limit the computer device, and the computer device may include more or fewer components than those shown, or may combine several components or different component arrangements.

[0101] The touch display screen 303 may be configured to display a graphical user interface and receive operation instructions generated by a user interacting with the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. The display panel may be configured to display information input by or provided to a user and various graphical user interfaces of a computer device, which may be configured with graphics, text, icons, videos, and any combination thereof. Optionally, the display panel may be in the form of a liquid crystal display (LCD), organic light-emitting diode (OLED), or the like. The touch panel is configured to collect a user's touch operation on or near the touch panel (e.g., a user's operation on or near the touch panel using any suitable object or accessory, such as a finger, a stylus pen, or the like), generate corresponding operation instructions, and execute a program corresponding to the operation instructions. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch direction, detects a signal generated by the touch operation, and transmits the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into contact point coordinates, and transmits them to the processor 301, which can receive and execute instructions transmitted from the processor 301. The touch panel can cover the display panel, and after the touch panel detects a touch operation on or near it, the touch panel transmits the detected touch event to the processor 301 to determine the type of touch event. The processor 301 then provides a corresponding visual output on the display panel according to the type of touch event. In embodiments of the present disclosure, the touch panel and the display panel can be integrated into the touch display screen 303 to realize input and output functions. However, in some embodiments, the touch panel and the display panel can be two independent components to realize input and output functions.That is, the touch display screen 303 may realize the input function as a part of the input unit 306 .

[0102] In an embodiment of the present disclosure, the processor 301 executes a game application program to generate a graphical user interface on the touch display screen 303. The touch display screen 303 is configured to present the graphical user interface and receive operation instructions generated by a user interacting with the graphical user interface.

[0103] The radio frequency circuitry 304 transmits and receives radio frequency signals to establish wireless communication with network devices or other computer devices via wireless communication, and transmits and receives signals to and from the network devices or other computer devices.

[0104] The audio circuit 305 can provide an audio interface between a user and the computer device via a speaker and a microphone. The audio circuit 305 converts received audio data into an electrical signal and transmits it to a speaker, which converts it into an audio signal and outputs it. Meanwhile, the microphone converts collected audio signals into an electrical signal, which is received by the audio circuit 305 and converted into audio data. The audio data is then output to the processor 301 for processing and then transmitted to, for example, another computer device via the radio frequency circuit 304, or output to the memory 302 for further processing. The audio circuit 305 may further include an earphone jack to provide communication between an external earphone and the computer device.

[0105] The input unit 306 is configured to receive input numeric, character information or user characteristic information (e.g., fingerprint, iris, face information, etc.) and generate keyboard, mouse, control stick, optical or trackball signal input for user setting and function control.

[0106] The power supply 307 is configured to provide power to each component of the computing device 300. Optionally, the power supply 307 may be logically connected to the processor 301 via a power management system, thereby managing functions such as charging, discharging, and power consumption management via the power management system. The power supply 307 may further include optional components such as one or more DC or AC power sources, a recharging system, a power failure detection circuit, a power converter or inverter, and a power status indicator.

[0107] Although not shown in FIG. 8, the computing device 300 may further include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., the description of which is omitted here.

[0108] In the above embodiments, the description of each embodiment is focused on certain points, and for parts that are not detailed in an embodiment, reference can be made to the relevant descriptions of other embodiments.

[0109] As can be seen from the above, the computer device of this embodiment displays a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool, then generates a virtual object capturing area consisting of a plurality of capture points based on the sight, then moves the sight and the virtual object capturing area based on the sight movement operation in response to a sight movement operation on the graphical user interface, and finally determines a sight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point in the virtual object capturing area and the sight movement direction is a direction toward the target virtual object, and determines a sight movement speed corresponding to the sight movement operation based on the sight acceleration. In an embodiment of the present disclosure, multiple capture points are set in a virtual scene, and when it is determined that the direction of the sight movement moved by the player through operation of the sight is the direction of movement toward the target virtual object and that the target virtual object overlaps with one of the multiple capture points, the sight movement speed is accelerated based on the sight acceleration corresponding to the capture point, thereby saving time spent on aiming, improving the flexibility of the player when performing aiming operations, increasing the efficiency of aiming, and improving the effect of game interaction.

[0110] Those skilled in the art will understand that all or some of the steps in the various methods of the above embodiments may be completed by instructions or by hardware related to instruction control, and the instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0111] To this end, an embodiment of the present disclosure provides a computer-readable storage medium having stored thereon a plurality of computer programs that can be loaded by a processor to execute steps in any of the targeting methods according to the embodiments of the present disclosure. For example, the computer programs can execute the following steps:

[0112] displaying a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; generating a virtual object capture area consisting of a plurality of capture points based on the sight; In response to a sight movement operation on the graphical user interface, moving the sight and the virtual object capturing area based on the sight movement operation; In response to a target virtual object overlapping with a capture point within the virtual object capture area and the direction of headsight movement being a direction approaching the target virtual object, a headsight acceleration corresponding to the overlapping target capture point is determined, and a headsight movement speed corresponding to the headsight movement operation is determined based on the headsight acceleration.

[0113] In one embodiment, after the step of determining a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the method further comprises: a step of controlling the sight to move to the target virtual object based on the sight movement operation; The method further includes a step of controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a predetermined positional relationship.

[0114] In one embodiment, the preset positional relationship is that there is no acquisition point between the target virtual object and the sight.

[0115] In one embodiment, after the step of controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a preset positional relationship, the method further comprises: acquiring a preset adjustment parameter in response to the sight and the aimpoint detection area satisfying a preset condition, the aimpoint detection area being a detection area disposed relative to the target virtual object; The method further includes a step of slowing down the front sight movement speed based on the preset adjustment parameter.

[0116] In one embodiment, the graphical user interface includes a game view screen, the game view screen including at least a portion of a virtual scene and at least a portion of a virtual object located in the virtual scene, the game view screen being a screen formed by capturing the virtual scene with a virtual camera, and the sight is displayed at a preset position on the game view screen; After the step of determining a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the method further comprises: determining a screen rotation speed of the game view screen based on the sight movement speed; The method further includes a step of controlling the game screen to be switched from a first game view screen to a second game view screen based on the adjusted screen rotation speed.

[0117] In one embodiment, after the step of determining a head sight movement speed corresponding to the head sight movement operation based on the head sight acceleration, the method further comprises: The method further includes a step of decelerating and adjusting the sight movement speed of the sight based on the sight acceleration when the sight is aligned with the target virtual object and the sight movement direction is detected to be a direction away from the target virtual object, and moving the sight based on the adjusted sight movement speed.

[0118] In one embodiment, after the step of decelerating and adjusting the front sight movement speed of the front sight based on the front sight acceleration and moving the front sight based on the adjusted front sight movement speed, the method includes: The method further includes a step of restoring the adjusted headsight movement speed of the headsight to the headsight movement speed of the headsight when it is detected that the headsight is moving away from the target determination area, wherein the target determination area is an area generated based on the display position of the target virtual object.

[0119] In one embodiment, the step of generating a virtual object capturing area based on the front sight comprises: generating a plurality of circular regions based on the front sight; The multiple circular areas are configured to form the virtual object capture area, the multiple circular areas are concentric circles, and between two adjacent circular areas, the radius of the circular area closer to the front sight becomes smaller, the spacing between two adjacent circular areas is the same or different, multiple capture points are distributed at equal distances on the edge of each circular area, the front sight acceleration corresponding to the capture points in the same circular area is the same, and the front sight acceleration corresponding to the capture points in the circular area closer to the front sight becomes larger.

[0120] In one embodiment, after the step of responding that a target virtual object overlaps with a capture point within the virtual object capture area and a direction of sight movement is a direction toward the target virtual object, the method further comprises: determining a current circular area from the plurality of circular areas based on the overlapping target acquisition points, the current circular area being a circular area to which the target acquisition point belongs; After the step of determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the method further comprises: When it is detected that the target virtual object has moved away from the target acquisition point and overlapped with a new acquisition point in a new circular region of the plurality of circular regions, the method further includes determining a headsight acceleration corresponding to the new acquisition point, and determining the new headsight movement velocity based on the headsight movement velocity and the headsight acceleration corresponding to the new acquisition point.

[0121] In one embodiment, the step of responding to a sight movement operation on the graphical user interface includes: when it is detected that there are at least two virtual objects that overlap with different capture points within the virtual object capture area, determining a movement direction of the sight and each of the at least two virtual objects in response to a sight movement operation on the graphical user interface, and determining a target virtual object based on the movement direction; The target virtual object is a virtual object that the movement direction of the front sight approaches.

[0122] In one embodiment, after the step of responding that a target virtual object overlaps with a capture point within the virtual object capture area and a direction of sight movement is a direction toward the target virtual object, the method further comprises: The method further includes generating a target graphic area for determining an overlapping acquisition point with the target virtual object based on the overlapping target acquisition point, the front sight, and a preset graphical generation rule.

[0123] In one embodiment, the step of generating a virtual object capturing area based on the front sight comprises: The method includes a step of generating a virtual object capturing area based on a preset radius with the front sight as the center of a circle, and distributing a plurality of capturing points equidistantly on the edge of the virtual object capturing area.

[0124] In one embodiment, after the step of determining a head sight movement speed corresponding to the head sight movement operation based on the head sight acceleration, the method further comprises: determining whether the front sight is aligned with the target virtual object when it is detected that the target virtual object continues to move to the front sight; When the sight is aligned with the target virtual object, stopping accelerating the sight movement speed based on the sight acceleration; If the sight is not aligned with the target virtual object, determining whether the target virtual object overlaps with another capture point within the virtual object capture area; if the target virtual object overlaps with another capture point within the virtual object capture area, obtaining a sight acceleration corresponding to the capture point that is currently overlapping with the target virtual object, accelerating a sight movement speed based on the sight acceleration, and continuing to determine whether the sight is aligned with the target virtual object.

[0125] In one embodiment, the step of generating a virtual object capturing area based on the front sight comprises: the plurality of acquisition points are provided around the front sight; Each capture point in the plurality of capture points casts a detection line into the virtual scene, the detection line configured for collision detection with the virtual object.

[0126] In one embodiment, in response to a target virtual object overlapping with a capture point within the virtual object capture area and a sight movement direction being a direction toward the target virtual object, determining a sight acceleration corresponding to the overlapped target capture point includes: determining a target capture point corresponding to a target detection line when it is detected that the target detection line among a plurality of detection lines collides with the target virtual object and the direction of the sight movement is a direction toward the target virtual object; and obtaining a front sight acceleration corresponding to the target acquisition point.

[0127] For the specific implementation of each of the above operations, please refer to the previous embodiment, and the description will be omitted here.

[0128] The storage medium may include a read only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, or the like.

[0129] A computer program stored in the storage medium displays a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool, then generates a virtual object capturing area consisting of a plurality of capture points based on the sight, then moves the sight and the virtual object capturing area based on a sight movement operation in response to a sight movement operation on the graphical user interface, and finally determines a sight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point in the virtual object capturing area and the sight movement direction is a direction toward the target virtual object, and determines a sight movement speed corresponding to the sight movement operation based on the sight acceleration. In an embodiment of the present disclosure, multiple capture points are set in a virtual scene, and when it is determined that the direction of the sight movement moved by the player through operation of the sight is the direction of movement toward the target virtual object and that the target virtual object overlaps with one of the multiple capture points, the sight movement speed is accelerated based on the sight acceleration corresponding to the capture point, thereby saving time spent on aiming, improving the flexibility of the player when performing aiming operations, increasing the efficiency of aiming, and improving the effect of game interaction.

[0130] In the above embodiments, the description of each embodiment is focused on certain points, and for parts that are not detailed in an embodiment, reference can be made to the relevant descriptions of other embodiments.

[0131] The above provides a detailed description of an aiming method, apparatus, computer equipment, and storage medium according to one embodiment of the present disclosure, and specific examples are used in the text to illustrate the principles and embodiments of the present disclosure. However, the description of the above embodiment is intended to help understand the technical solutions and central ideas of the present disclosure. Those skilled in the art may still modify the technical solutions described in the above embodiments or make equivalent substitutions for some of the technical features therein, and it should be understood that these modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of the present disclosure.

Claims

1. 1. A targeting method for providing a graphical user interface by a terminal device, wherein content displayed on the graphical user interface includes at least a portion of a virtual scene and at least a portion of a virtual object located in the virtual scene, displaying a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; generating a virtual object capture area consisting of a plurality of capture points based on the sight; In response to a sight movement operation on the graphical user interface, moving the sight and the virtual object capturing area based on the sight movement operation; In response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, determining a headsight acceleration corresponding to the overlapping target capture point, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration. A method of aiming characterized by:

2. After a step of determining a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point in the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the aiming method includes: a step of controlling the sight to move to the target virtual object based on the sight movement operation; and a step of controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a predetermined positional relationship.

2. The method of claim 1.

3. The preset positional relationship is that there is no capture point between the target virtual object and the sight.

3. The method of claim 2.

4. After the step of controlling the sight to automatically move to the target virtual object in response to the sight and the target virtual object satisfying a preset positional relationship, the aiming method includes: acquiring a preset adjustment parameter in response to the sight and the aimpoint detection area satisfying a preset condition, the aimpoint detection area being a detection area disposed relative to the target virtual object; and a step of reducing the front sight movement speed based on the preset adjustment parameter.

2. The method of claim 1.

5. the graphical user interface includes a game view screen, the game view screen including at least a portion of a virtual scene and at least a portion of a virtual object located in the virtual scene, the game view screen being a screen formed by capturing the virtual scene with a virtual camera, and the sight being displayed at a preset position on the game view screen; After a step of determining a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point in the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, and determining a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration, the aiming method includes: determining a screen rotation speed of the game view screen based on the sight movement speed; and controlling the game screen to be switched from the first game view screen to the second game view screen based on the adjusted screen rotation speed.

2. The method of claim 1.

6. After the step of determining a sight movement speed corresponding to the sight movement operation based on the sight acceleration, the aiming method includes: When the sight is aligned with the target virtual object and it is detected that the sight movement direction is a direction away from the target virtual object, the method further includes a step of decelerating and adjusting the sight movement speed of the sight based on the sight acceleration, and moving the sight based on the adjusted sight movement speed.

2. The method of claim 1.

7. After the step of decelerating and adjusting the front sight movement speed of the front sight based on the front sight acceleration and moving the front sight based on the adjusted front sight movement speed, the aiming method includes: When it is detected that the front sight is moving away from the target determination area, the method further includes a step of restoring the adjusted front sight movement speed to the front sight movement speed of the front sight; The target determination area is an area generated based on the display position of the target virtual object.

7. The method of claim 6.

8. The step of generating a virtual object capturing area based on the front sight includes: generating a plurality of circular regions based on the front sight; The plurality of circular regions are configured to form the virtual object capture region, the plurality of circular regions are concentric circles, and between two adjacent circular regions, the radius of a circular region closer to the front sight becomes smaller, the intervals between the two adjacent circular regions are the same or different, a plurality of capture points are distributed equidistantly on the edge of each circular region, the front sight acceleration corresponding to the capture points of the same circular region is the same, and the front sight acceleration corresponding to the capture points of the circular region closer to the front sight becomes larger.

2. The method of claim 1.

9. After the step of responding that a target virtual object overlaps with a capture point within the virtual object capture area and a reticle movement direction is a direction toward the target virtual object, the aiming method includes: determining a current circular area from the plurality of circular areas based on the overlapping target acquisition points, the current circular area being a circular area to which the target acquisition point belongs; After the step of determining a sight movement speed corresponding to the sight movement operation based on the sight acceleration, the aiming method includes: When it is detected that the target virtual object has moved away from the target acquisition point and overlapped with a new acquisition point in a new circular region of the plurality of circular regions, the method further includes determining a headsight acceleration corresponding to the new acquisition point, and determining a new headsight movement velocity based on the headsight movement velocity and the headsight acceleration corresponding to the new acquisition point.

9. The method of claim 8.

10. The step of responding to a sight movement operation on the graphical user interface includes: when it is detected that there are at least two virtual objects that overlap with different capture points within the virtual object capture area, determining a movement direction of the sight and each of the at least two virtual objects in response to a sight movement operation on the graphical user interface, and determining a target virtual object based on the movement direction; The target virtual object is a virtual object that the movement direction of the front sight approaches.

2. The method of claim 1.

11. After the step of responding that a target virtual object overlaps with a capture point within the virtual object capture area and a reticle movement direction is a direction toward the target virtual object, the aiming method includes: generating a target graphic area for determining an overlapping acquisition point with the target virtual object based on the overlapping target acquisition point, the front sight, and a preset graphical generation rule; 2. The method of claim 1.

12. The step of generating a virtual object capturing area based on the front sight includes: a step of generating a virtual object capturing area based on a preset radius with the front sight as the center of a circle, and distributing a plurality of capturing points equidistantly on the edge of the virtual object capturing area; 2. The method of claim 1.

13. After the step of determining a sight movement speed corresponding to the sight movement operation based on the sight acceleration, the aiming method includes: determining whether the front sight is aligned with the target virtual object when it is detected that the target virtual object continues to move to the front sight; When the sight is aligned with the target virtual object, stopping accelerating the sight movement speed based on the sight acceleration; If the sight is not aligned with the target virtual object, determining whether the target virtual object overlaps with another capture point within the virtual object capture area; if the target virtual object overlaps with another capture point within the virtual object capture area, obtaining a sight acceleration corresponding to the capture point currently overlapping with the target virtual object, accelerating a sight movement speed based on the sight acceleration, and continuing to determine whether the sight is aligned with the target virtual object.

2. The method of claim 1.

14. The step of generating a virtual object capturing area based on the front sight includes: the plurality of acquisition points are provided around the front sight; each capture point in the plurality of capture points projects a detection line into the virtual scene, the detection line configured for collision detection with the virtual object.

2. The method of claim 1.

15. determining a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, determining a target capture point corresponding to a target detection line when it is detected that the target detection line among a plurality of detection lines collides with the target virtual object and the direction of the sight movement is a direction toward the target virtual object; and obtaining a front sight acceleration corresponding to the target acquisition point.

15. The method of claim 14.

16. The step of each acquisition point in the plurality of acquisition points projecting a detection line into the virtual scene comprises: generating detection rays to be emitted into the virtual scene based on a preset length, with each capture point in the plurality of capture points being an end point; 15. The method of claim 14.

17. The step of each acquisition point in the plurality of acquisition points projecting a detection line into the virtual scene comprises: generating a plurality of aiming rays based on a predetermined length with the sight as an end point, wherein one capture point is provided for each aiming ray, and the distance between each capture point and the sight is the same; generating a detection ray based on the capture point and the aiming ray to project onto the virtual scene.

15. The method of claim 14.

18. An aiming device comprising a display unit, a generating unit, a responding unit, and a determining unit, the display unit is configured to display a sight corresponding to the virtual shooting tool in the virtual scene in response to an aiming operation triggered based on the virtual shooting tool; The generation unit is configured to generate a virtual object capture area consisting of a plurality of capture points based on the sight; the response unit is configured to respond to a sight movement operation on the graphical user interface and move the sight and the virtual object capturing area based on the sight movement operation; The determination unit is configured to determine a headsight acceleration corresponding to the overlapped target capture point in response to a target virtual object overlapping with a capture point within the virtual object capture area and a headsight movement direction being a direction toward the target virtual object, and to determine a headsight movement speed corresponding to the headsight movement operation based on the headsight acceleration. A aiming device characterized by:

19. A computing device including a processor and a memory, The memory stores a plurality of instructions, and the processor loads instructions from the memory to perform steps in the targeting method of any one of claims 1 to 15.

1. A computer device characterized by:

20. A computer readable storage medium having stored thereon a plurality of instructions, said instructions being loaded by a processor to perform steps in the aiming method of any one of claims 1 to 15. A computer-readable storage medium comprising: