Item control method, device, and computer program

The item control method in shooting games simplifies the equipping process and enhances control efficiency by performing multiple consecutive shooting actions, addressing the inefficiencies of single-action triggers and complex item operations in virtual battle scenes.

JP7727771B2Active Publication Date: 2025-08-21TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024001020
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-07-10
Filing Date
2024-01-09
Publication Date
2025-08-21
Estimated Expiration
2041-06-07

AI Technical Summary

Technical Problem

In virtual battle scenes of shooting games, the frequent need to trigger shooting actions and complex item equipping reduce control efficiency, as each trigger operation can only perform one shooting action, and equipping heavy items requires time and additional operations.

Method used

An item control method that acquires a trigger operation on an activated shooting item, determines a target object, and performs multiple consecutive shooting operations within a target period, simplifying the equipping process and improving control efficiency.

Benefits of technology

Enhances control efficiency by allowing multiple consecutive shooting actions without additional item equipping steps, particularly for heavy items, improving the use and accuracy of shooting items with wide attack ranges.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an item control method and a device therefor, a storage medium and an electronic apparatus.SOLUTION: This method includes: a step of acquiring trigger operation performed on a target shooting item in an activation state in a virtual match scene, in which an attack range of the target shooting item covers a part of an area range in the virtual match scene; a step of determining a target of collimation by the target shooting item in response to the trigger operation; and a step of performing continuous shooting operations multiple times with respect to the target area range where the target is located, via the target shooting item within a target period.SELECTED DRAWING: Figure 2
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Description

[Technical Field]

[0001] [CROSS-REFERENCE TO RELATED APPLICATIONS] This application is based on a Chinese patent application bearing application number 202010664321.7, filed with the China Patent Office on July 10, 2020, and claims priority to that Chinese patent application, the entire contents of which are incorporated herein by reference.

[0002] The present application relates to the computer field, and more particularly to an item control method and device, a storage medium, and an electronic device. [Background technology]

[0003] In a virtual battle scene of a shooting game, a player usually needs to control a shooting item to shoot a target object in the scene in order to win the current battle. For example, the shooting item may include a light equipment item (such as a knife or a pistol) and a heavy equipment item (such as a bomb or a mortar).

[0004] However, in the case of a shooting item in a virtual battle scene, each trigger operation can only trigger one shooting action, so the player must frequently trigger the shooting item when performing a shooting action using the shooting item.Furthermore, the operation of equipping the shooting item before using it each time is relatively complicated, which can reduce the control efficiency of controlling the shooting item to perform a shooting action.

[0005] No effective technical solutions have yet been proposed to address the above-mentioned issues. Summary of the Invention [Means for solving the problem]

[0006] An embodiment of the present application provides an item control method, which includes the steps of: acquiring a trigger operation performed on a target shooting item that is in an activated state in a virtual battle scene, where the attack range of the target shooting item covers a part of an area range in the virtual battle scene; determining a target object to be aimed by the target shooting item in response to the trigger operation; and performing multiple consecutive shooting operations by the target shooting item against a target area range in which the target object is located within a target period.

[0007] An embodiment of the present application provides an item control device, the device comprising an acquisition unit, a determination unit, and a control unit, wherein the acquisition unit is configured to acquire a trigger operation performed on a target shooting item that is in an activated state in a virtual battle scene, wherein the attack range of the target shooting item covers a portion of an area range in the virtual battle scene, the determination unit is configured to determine a target object to be aimed by the target shooting item in response to the trigger operation, and the control unit is configured to perform multiple consecutive shooting operations by the target shooting item on a target area range in which the target object is located within a target period.

[0008] An embodiment of the present application provides a computer-readable storage medium storing a computer program configured to cause execution of the above-described item control method.

[0009] An embodiment of the present application provides an electronic device having a memory and a processor, wherein the memory stores a computer program, and the processor is configured to realize the above-mentioned item control method by executing the computer program. [Brief explanation of the drawings]

[0010] [Figure 1]1 is a schematic diagram of an item control system according to an embodiment of the present invention; [Figure 2] 1 is a schematic diagram of an item control method according to an embodiment of the present invention; [Figure 3] FIG. 10 is a schematic diagram of adjusting the size of the front sight according to an embodiment of the present invention. [Figure 4] 1 is a schematic diagram of an item control method according to an embodiment of the present invention; [Figure 5] 1 is a schematic diagram of an attitude trigger operation according to an embodiment of the present invention. FIG. [Figure 6] 1 is a schematic diagram of a shooting flight trajectory according to an embodiment of the present invention. [Figure 7] FIG. 10 is a schematic diagram showing the relationship between operation time length and shooting parameters in an embodiment of the present invention. [Figure 8] 1 is a schematic diagram of an explosion within a target area in accordance with an embodiment of the present invention; [Figure 9] FIG. 1 is a schematic diagram of a collision with a first reference object according to an embodiment of the present invention. [Figure 10] FIG. 10 is a schematic diagram of the relationship between distance and the fluctuation range of vitality value in an embodiment of the present invention. [Figure 11] 10A and 10B are schematic diagrams illustrating adjustment of the aiming direction according to an embodiment of the present invention. [Figure 12] FIG. 1 is a schematic diagram of an item arrangement according to an embodiment of the present invention. [Figure 13] 10A and 10B are schematic diagrams illustrating adjustment of the display state of an item trigger icon according to an embodiment of the present invention. [Figure 14] 1 is an exemplary structural diagram of an item control device according to an embodiment of the present invention; [Figure 15] 1 is an exemplary structural diagram of an electronic device according to an embodiment of the present invention; DETAILED DESCRIPTION OF THE INVENTION

[0011] The above drawings are provided for a better understanding of the present application and constitute a part of the present application, and the exemplary embodiments and their descriptions are used to explain the present application and do not constitute undue limitations on the present application.

[0012] In order to make it easier for those skilled in the art to understand the technical solution of the present application, the technical solutions in the present application embodiments will be described below clearly and completely with reference to the drawings in the present application embodiments, and it is obvious that the described embodiments are only a part of the present application embodiments, not all of the embodiments, and any other embodiments that can be obtained by those skilled in the art based on the present application embodiments without creative efforts shall all be included in the protection scope of the present application.

[0013] Terms such as "first," "second," and the like in the present specification, claims, and drawings are used to distinguish between similar objects and are not intended to describe a particular order or chronology. Data used in this manner may be interchanged where appropriate, so it should be understood that the present embodiments described herein may be performed in orders other than those illustrated or described herein. Additionally, the terms "comprise," "have," and any variations thereof are intended to cover non-exclusive inclusions; for example, a process, method, system, product, or device comprising a series of steps or units is not necessarily limited to those explicitly recited steps or units, but may include other steps or units not explicitly recited, or other steps or units inherent to such process, method, product, or device. The term "plurality" referred to in the following description refers to the inclusion of at least two.

[0014] The present embodiment provides an item control method. In some embodiments, the item control method may be applied to, but is not limited to, an item control system in the environment shown in FIG. 1 . Here, the item control system may include, but is not limited to, a terminal device 102, a network 104, and a server 106. Here, a shooting application client (e.g., a shooting game application client) shown in FIG. 1 is executed on the terminal device 102. The terminal device 102 includes a human-computer interaction (HCI) screen 1022, a processor 1024, and a memory 1026. The HCI screen 1022 is configured to display a scene screen of a virtual battle scene provided by a shooting task executed by the shooting application client, where the shooting task is a battle task executed between multiple virtual objects in the virtual battle scene. The HCI screen 1022 also provides a human-machine interface (HMI) to receive human-computer interaction operations (e.g., trigger operations) executed on the HMI of the shooting application client. The processor 1024 is configured to generate a corresponding operation command in response to the trigger operation, and to control a virtual object in the virtual battle scene to perform a corresponding shooting action according to the operation command. The memory 1026 is configured to store a scene screen in the virtual battle scene provided by the shooting task and attribute information of the virtual object in the virtual battle scene (e.g., information such as an object identifier, information on items equipped by the object, and information on the life value of the object).

[0015] The server 106 further includes a database 1062 and a processing engine 1064. The database 1062 is used to store the battle results generated by the virtual objects in the shooting task, and the database 1062 is also used to provide the clients with corresponding battle resources, such as item attribute information and screen resources for shooting rendering effects. The processing engine 1064 is used to determine the current battle results and the battle resources required by the clients, and send them to the shooting application client of the terminal device 102.

[0016] The exemplary process includes the following steps: As shown in steps S102 to S104, in a shooting task (a shooting battle task between the virtual object 10 shown in FIG. 1 and a virtual object holding a target shooting item 11) executed on the terminal device 102, a trigger operation performed on the activated target shooting item is acquired via the HCI screen 1022 as shown in step S102; then, in response to the trigger operation, a target object to be aimed at by the target shooting item is determined as shown in steps S104 to S106; and within a target period, a plurality of consecutive shooting operations are performed via the target shooting item on a target area range in which the target object is located, where the time interval between two adjacent shooting operations may be less than a first threshold. Then, as shown in step S108, a battle result of the above process is transmitted to the server 106 via the network 104.

[0017] When the server 106 receives the above-mentioned battle result, it executes steps S110 to S114: saves the battle result, acquires the battle resource, and transmits the battle resource to the terminal device 102 so that the terminal device 102 renders and displays it on the HCI screen 1022.

[0018] In some embodiments, the terminal device 102 may locally store the battle results and can render and display them on the HCI screen 1022 according to the locally stored battle resources; that is, the item control method according to the present embodiment can be independently implemented by the terminal device 102; for example, the terminal device 102 can execute an offline version (single-player version) of the shooting application client.

[0019] It should be noted that in this embodiment, a trigger operation performed on an activated target shooting item in a virtual battle scene is acquired, and the attack range of the target shooting item covers a portion of the area range in the virtual battle scene. In response to the trigger operation, a target object to be aimed at by the target shooting item is determined, and within a target period, multiple consecutive shooting actions are performed via the target shooting item at the target area range where the target object is located. In this way, the operation of equipping the target shooting item during the game is simplified, and the number of times the target shooting item is used is increased, thereby achieving the purpose of improving control efficiency. Furthermore, the problem in the related art of reduced control efficiency caused by the player (user) having to take a long time to prepare when using the shooting item to perform a shooting action is also solved.

[0020] In some embodiments, the terminal device may be a terminal device equipped with a shooting application client, and may include, but is not limited to, at least one of a mobile phone (such as an Android mobile phone or an iOS mobile phone), a laptop, a tablet computer (PAD: Portable Android Device), a personal digital assistant (PDA), a mobile internet device (MID: Mobile Internet Device), a desktop computer, a smart TV, etc. The network may include, but is not limited to, at least one of a wired network and a wireless network, where the wired network includes at least one of a local area network, a metropolitan area network, and a wide area network, and the wireless network includes at least one of Bluetooth (registered trademark) technology, Wi-Fi, and other networks that implement wireless communication. The server may be a single server, a server cluster consisting of multiple servers, or a cloud server. The above is merely an example, and the present embodiment is not limited thereto.

[0021] In some embodiments, as shown in FIG. 2, the above item control method may include the following steps:

[0022] In step S202, a trigger operation performed on a target shooting item in an activated state in the virtual fighting scene is obtained, where the attack range of the target shooting item covers a part of the area range in the virtual fighting scene.

[0023] In step S204, a target object to be aimed at by the target shooting item is determined in response to a trigger operation.

[0024] In step S206, within the target period, a plurality of consecutive shooting actions are performed via the target shooting item on the target area range in which the target object is located.

[0025] In some embodiments, the above-described item control method may be applied to, but is not limited to, a shooting application. During the process of executing a round of shooting in a shooting application, if a target shooting item is set for the shooting task, a trigger operation performed on the activated target shooting item is obtained, and in response to the trigger operation, a target object to be aimed at is determined, and multiple consecutive shooting operations are performed within a target period within a target area range in which the target object is located, thereby simplifying the operation of equipping the target shooting item during the game process, increasing the number of times the target shooting item can be used, and improving control efficiency. Furthermore, this solves the problem in the related art of reduced control efficiency caused by a player having to take a long time to prepare when using the shooting item to perform a shooting operation.

[0026] In some embodiments, the shooting application may be a military simulation application (used to perform military simulation tasks) or a shooting game application, such as a multiplayer online battle arena (MOBA) application or a single-player game (SPG) application. The types of shooting game applications may include, but are not limited to, at least one of a two-dimensional (2D) game application, a three-dimensional (3D) game application, a virtual reality (VR) game application, an augmented reality (AR) game application, and a mixed reality (MR) game application. The above is merely an example, and the present embodiment is not limited thereto.

[0027] Furthermore, the above-mentioned shooting game application may be a third-person shooting game (TPS) application, for example, the shooting game application may be executed from the perspective of a third-party character object other than the virtual character (virtual object) controlled by the current player (i.e., a third-person perspective), or may be a first-person shooting game (FPS) application, for example, the shooting game application may be executed from the perspective of a virtual character controlled by the current player (i.e., a first-person perspective).

[0028] A player can achieve the following controls through each shooting application client: control a virtual character (also called a player character) to perform a specified action, control a virtual character to perform an interaction with a non-player character (NPC), control a virtual character to perform an interaction with a static object (such as a building or tree) in a virtual battle scene, or control a virtual character to use an item or vehicle equipped by the virtual character in the virtual battle scene. Here, the items may include, but are not limited to, heavy-weight shooting items. Heavy-weight shooting items require more complex and time-consuming operations to equip, but have a wider attack range than lightweight equipped items. The above is merely an example, and the present embodiment is not limited thereto.

[0029] In some embodiments, the trigger operation may include, but is not limited to, at least one of human-computer interaction operations such as a click operation on a touchscreen, a press operation, a swipe operation on a touchscreen, a gesture operation, a posture instruction operation (posture trigger operation), and a pupil lock operation. For example, taking a shooting task in a haptic game application as an example, a trigger operation of a target shooting item may be preset according to a specified gesture operation or a specified posture, and then, during the execution of the task, when the target shooting item is in an activated state and a player is detected via a camera to be making a specified gesture operation or a specified posture, it may be determined to trigger the aiming and shooting process of the target shooting item. In another example, taking a shooting task in a touchscreen game application as an example, a trigger operation of a target shooting item may be preset according to a touchscreen button displayed on the HCI screen, and then, during the execution of the task, when the target shooting item is in an activated state and a touchscreen click operation on the touchscreen button is detected, it may be determined to trigger the aiming and shooting process of the target shooting item, but this is not limited to this. The above is merely an example, and the present embodiment is not limited to this.

[0030] It should be noted that during the execution of a round of shooting tasks, the current virtual character controlled by the player may be equipped with two types of shooting items, including, but not limited to, 1) regular shooting items (lightweight handheld shooting items) and 2) loaded shooting items (lightweight handheld shooting items and / or heavyweight shooting items).

[0031] Here, the trigger presentation icon corresponding to the above-mentioned standard shooting item (for example, "equip main weapon" or "equip secondary weapon") can be displayed directly in the operation area of ​​the HCI interface during the execution of the shooting task without the need for an additional item loading interface, allowing the player to directly control the current virtual character to perform shooting actions using that type of shooting item. This eliminates the need for the player to perform an additional operation to equip the item, and the current virtual character does not need to perform an additional weapon equipping action, thereby achieving the effect of simplifying the item control operation.

[0032] Furthermore, the shooting item that needs to be loaded is stored in the item backpack of the current virtual character, and the player needs to add the shooting item of that type to the operation area through an additional item loading interface (placement interface). Only after this can the player control the current virtual character to perform a shooting action using the shooting item of that type. Here, because a heavy shooting item is large in size, a certain preparation time is required each time it is equipped to the current virtual character or when ammunition is replaced. Furthermore, a usage cooldown time (CD: Cold Time) is set for the heavy shooting item here. That is, each time that type of shooting item is used, that type of shooting item is frozen within the cooldown time, and this frozen state is used to indicate that the shooting item does not respond to detection of a trigger operation (i.e., cannot be used to perform a shooting action).

[0033] In this embodiment, the target shooting item may be, but is not limited to, a heavy-duty shooting item (also known as an ultimate weapon) among the shooting items that need to be loaded. The target shooting item may be a heavy-duty crossbow, gun, or the like. For example, the target shooting item may be a heavy-duty, powerful crossbow, which has the capability of long-range precision shooting and, at the same time, has a lethal explosive attached to its arrow, allowing it to inflict damage over a wide area upon impact. When a trigger operation is performed on the target shooting item, the system determines the target to be aimed at in response to the trigger operation and controls the target shooting item to achieve continuous shooting within the target period. This improves the shooting efficiency of this type of heavy-duty shooting item with a wide attack range and allows for more efficient control and use of this type of heavy-duty shooting item.

[0034] In some embodiments, the target shooting item enters a frozen state after performing multiple consecutive shooting actions in response to a trigger operation. Here, the cooldown time CD corresponding to the frozen state can be set to different values ​​according to different item attribute requirements, but is not limited to this, and this embodiment is not limited to this numerical value. Furthermore, a countdown presentation method can be used to present the remaining time until the frozen state of the target shooting item ends to the player controlling the virtual character. In some embodiments, the countdown presentation method can include, but is not limited to, one of a countdown timer, a progress bar countdown, etc. The above is merely an example, and this embodiment is not limited thereto.

[0035] In some embodiments, when determining a target to be aimed at by a target shooting item, the size of the sight may be determined according to, but not limited to, the operation attribute information of the trigger operation, and the size of the sight may be negatively correlated with the collision-free flight distance of the item fired by the target shooting item. For example, the smaller the display size of the sight, the longer the collision-free flight distance of the item and the higher the accuracy of hitting.

[0036] That is, in this embodiment, the operation attribute information of the trigger operation can be used as a reference for adjusting the size of the sight (or the aiming distance). Here, the operation attribute information can include, but is not limited to, the pressing time length of the touchscreen pressing operation, the pressing force (pressing pressure) of the touchscreen pressing operation, the swipe distance of the touchscreen swipe operation, the gesture maintenance time length of the gesture operation, and the maintenance time length of the posture trigger operation. The operation attribute information is used as a reference condition for adjusting the sight; for example, the longer the pressing time length of the touchscreen pressing operation, the smaller the size of the sight. In another example, if the touchscreen swipe operation is a swipe in a first direction, the longer the swipe distance, the smaller the size of the sight. If the touchscreen swipe operation is a swipe in a second direction, the longer the swipe distance, the larger the size of the sight.

[0037] For example, taking the case of adjusting the size of the sight based on the duration of the touchscreen press operation, when 0 seconds have elapsed since the touchscreen press operation was triggered, the size of the sight 302 of the target shooting item may be as shown in Figure 3(a), and when 2 seconds have elapsed since the touchscreen press operation was triggered, the size of the sight 302 of the target shooting item may be as shown in Figure 3(b). In other words, the longer the duration of the touchscreen press operation, i.e., the longer the energy storage time, the smaller the size of the sight that was previously aimed using the target shooting item. The above is merely an example, and this embodiment is not limited to this.

[0038] 4, taking the shooting task as an example, the following description will be given with reference to Fig. 4. As shown in step S402, execution of one round of the shooting game task is started, then as shown in step S404, it is detected whether the cooldown time of the target shooting item has ended, and if the cooldown time has ended, it is determined that the target shooting item is in an activated state, as shown in step S406, then it is detected whether a trigger operation for the target shooting item has been obtained, as shown in step S408, and if a trigger operation has been obtained, step S410 is executed, and if not, the process returns to step S406.

[0039] If a trigger operation is acquired, steps S410 to S412 are executed, that is, the target shooting item is called, and it is detected whether the fire button (trigger button for the shooting operation) is pressed. If it is pressed, step S414 is executed, and if not, it returns to step S410. If it is detected that the fire button is pressed, as shown in steps S414 to S416, the target shooting item is controlled to enter a pre-aiming state, and it is detected whether the fire button is being pressed continuously. If it is determined that the fire button is being pressed continuously, step S418 is executed, and the size of the sight is controlled to decrease according to the length of time the button is pressed.

[0040] Furthermore, as shown in step S420, it is detected whether the firing button has been released. If it has been released, step S422 is executed; if not, the process returns to step S418. If the firing button has been released, step S422 is executed, and multiple consecutive shooting actions are performed using the target shooting item. Then, as shown in steps S424 to S426, it is detected whether the item target (such as a bullet or a bow and arrow) fired by the target shooting item has collided with a target (virtual target) set in the virtual target scene (game scene). If a collision occurs, the item target is controlled to explode. Then, steps S428 to S430 are executed, and it is detected whether there are target targets within the explosion range. If it is determined that there are target targets, these target targets are controlled to receive damage, i.e., the life values ​​of these target targets are correspondingly reduced.

[0041] The above FIG. 4 is an example and is used to explain one embodiment in the present embodiment, and the present embodiment is not limited to the order and execution means of the steps shown in FIG.

[0042] In some embodiments, determining a target object to be aimed by a target shooting item in response to a trigger operation may include the following steps.

[0043] In step S1, in response to a trigger operation, operation attribute information of the trigger operation is acquired.

[0044] In step S2, the sights on the aiming direction of the currently displayed target shooting item are adjusted to a target size that matches the operation attribute information.

[0045] In step S3, the object selected by the front sight is determined as the target object.

[0046] In some embodiments, the trigger operation may be at least one of, but is not limited to, a touchscreen operation, a gesture operation, a pause trigger operation, etc. Here, the touchscreen operation may include, but is not limited to, at least one of, but is not limited to, a press operation, a swipe operation, etc. Note that the operation attribute information here may be attribute information such as the operation time length of the trigger operation, the operation direction of the trigger operation, and the operation frequency of the trigger operation. That is, the size of the front sight can be adjusted in a single direction, for example, by gradually reducing the size of the front sight as the time length increases. The size of the front sight can also be adjusted in two directions, for example, by determining the adjustment direction according to the swipe direction or the gesture direction, and further determining the scale of the adjustment according to the swipe distance and the gesture movement distance. For example, swiping left reduces the front sight, and swiping right increases the front sight. The above is merely an example, and the present embodiment is not limited thereto.

[0047] In some embodiments, the process of adjusting the aiming direction sight of the currently displayed target shooting item to a target size that matches the operation attribute information may include at least one of the following situations:

[0048] 1) If the operation attribute information is an operation time length, adjust the aiming direction of the currently displayed target shooting item to a target size that matches the operation time length, where the operation time length has a negative correlation with the target size, and the operation time length includes any of the pressing time length of a pressing operation, the gesture maintenance time length of a gesture operation, and the maintenance time length of a posture trigger operation.

[0049] 2) If the operation attribute information is the swipe distance of a swipe operation, adjust the aiming direction of the currently displayed target shooting item to a target size that matches the swipe distance, where the swipe distance of a swipe operation in a first swipe direction (e.g., rightward) is positively correlated with the target size, and the swipe distance of a swipe operation in a second swipe direction (e.g., leftward) is negatively correlated with the target size.

[0050] 3) If the operation attribute information is the gesture movement distance of the gesture operation, adjust the sight on the aiming direction of the currently displayed target shooting item to a target size that matches the gesture movement distance, where the gesture movement distance by the gesture operation in the first gesture direction (e.g., rightward) is positively correlated with the target size, and the gesture movement distance by the gesture operation in the second gesture direction (e.g., leftward) is negatively correlated with the target size.

[0051] It should be noted that in this embodiment, in the process of performing multiple consecutive shooting actions using the target shooting item, the player can control and adjust the line of sight of the current virtual character (i.e., the aiming direction of the target shooting item) through the shooting application client, and can control and adjust the current virtual character to move a certain distance. During the above change process, the target object aimed at by the target shooting item is also adjusted and updated along with the above change, thereby allowing for quick and accurate shooting at the updated target object.

[0052] For example, referring to the example shown in FIG. 5 , assume that a player 50 is performing one round of a shooting game task via a virtual shooting game application. Images of the player 50 are collected by a camera 500, and the player's current posture is identified. If the posture matches a specified posture 502 presented in the shooting game task, it is determined that a trigger operation has been acquired. Furthermore, the sight of the target shooting item is adjusted according to the duration of time the detected posture is maintained. For example, the longer the duration, the smaller the size of the sight of the target shooting item, resulting in higher aiming accuracy, a longer shooting distance, and a higher hit rate on the target.

[0053] In the embodiment provided in the present application, the sight on the aiming direction of the target shooting item is adjusted according to the operation attribute information of the trigger operation, thereby realizing pre-aiming adjustment to the target object, thereby realizing the effect of improving the shooting hit rate.

[0054] In some embodiments, the process of adjusting the aiming direction sight of the currently displayed target shooting item to a target size that matches the operation attribute information further includes the following steps.

[0055] In step S1, shooting parameters matching the operation attribute information are obtained, where the shooting parameters include an initial shooting speed and an initial gravitational acceleration of an item object shot by a target shooting item.

[0056] In step S2, a shooting flight trajectory of the prop item target in the aiming direction is determined according to the shooting parameters, where the flight distance of the shooting flight trajectory in the absence of collision is negatively correlated with the target size of the front sight.

[0057] In some embodiments, the target object fired by the target shooting item may include, but is not limited to, a bow and arrow fired by a crossbow, a bullet fired by a gun, or an explosive. The target object placed in the virtual battle scene simulates physical movement in the real world, and after being fired, flies along a free-fall trajectory for a certain period of time until it lands or collides with another reference object. The flight trajectory obtained during the flight process is associated with the shooting parameters (i.e., initial shooting speed and initial gravitational acceleration) of the target object at the time of firing.

[0058] For example, referring to the example shown in FIG. 6 , taking the case of adjusting the size of the sight based on the duration of the touchscreen press operation as an example, the flight trajectory (shooting flight trajectory) is determined according to the shooting parameters of the currently used target shooting item while adjusting the size of the sight. Assuming that the duration of the touchscreen press operation is T, the flight trajectory generated by the target shooting item without collision (direct landing) may be as shown in FIG. 6(a), where the initial shooting speed at initial position A is v0 and the initial gravitational acceleration is g0. After a certain time has passed, when the target shooting item reaches position B, the shooting speed decreases to v1 and the gravitational acceleration also decreases to g1. Assuming that the duration of the touchscreen press operation is 2T, which indicates a longer press-up force, the flight trajectory generated by the target shooting item without collision (direct landing) may be as shown in FIG. 6(b), where the initial shooting speed at initial position C is v2 and the initial gravitational acceleration is g2. When the position D is reached after a certain time has elapsed, the shooting speed decreases to v3, and the gravitational acceleration also decreases to g3. Here, since the pressing time length of the touch screen pressing operation shown in Fig. 6(b) is longer than the pressing time length of the touch screen pressing operation shown in Fig. 6(a), the initial shooting speed v2 shown in Fig. 6(b) is also greater than the initial shooting speed v0 shown in Fig. 6(a), and the initial gravitational acceleration g2 shown in Fig. 6(b) is less than the initial gravitational acceleration g0 shown in Fig. 6(a). Fig. 6 is a reference example, and this embodiment is not limited thereto. In some embodiments, obtaining shooting parameters that match the operation attribute information may include at least one of the following situations:

[0059] 1) When the operation attribute information is an operation time length, obtain a shooting parameter that matches the operation time length, where the operation time length has a positive correlation with the initial shooting speed and a negative correlation with the initial gravitational acceleration, and the operation time length includes any one of the pressing time length of a pressing operation, the gesture maintenance time length of a gesture operation, and the maintenance time length of a posture trigger operation.

[0060] 2) When the operation attribute information is the pressing pressure of the pressing operation, obtain a shooting parameter matching the pressing pressure, where the pressing pressure has a positive correlation with the initial shooting speed, and the pressing pressure has a negative correlation with the initial gravitational acceleration.

[0061] 3) When the operation attribute information is the swipe distance of the swipe operation, obtain shooting parameters matching the swipe distance, where the swipe distance of the swipe operation in the first swipe direction is positively correlated with the initial shooting speed, the swipe distance of the swipe operation in the first swipe direction is negatively correlated with the initial gravitational acceleration, the swipe distance of the swipe operation in the second swipe direction is negatively correlated with the initial shooting speed, and the swipe distance of the swipe operation in the second swipe direction is positively correlated with the initial gravitational acceleration.

[0062] 4) If the operation attribute information is the gesture movement distance of the gesture operation, obtain shooting parameters matching the gesture movement distance, where the gesture movement distance by the gesture operation in the first gesture direction is positively correlated with the initial shooting speed, the gesture movement distance by the gesture operation in the first gesture direction is negatively correlated with the initial gravitational acceleration, the gesture movement distance by the gesture operation in the second gesture direction is negatively correlated with the initial shooting speed, and the gesture movement distance by the gesture operation in the second gesture direction is positively correlated with the initial gravitational acceleration.

[0063] It should be noted that in this embodiment, the above shooting parameters may have a correlation with the operation attribute information of the trigger operation, but are not limited to this, and the shooting parameters can be adjusted in a single direction. For example, as the operation time length t (such as the press time length) increases, the initial shooting speed v increases as shown in Figure 7(a), and the initial gravitational acceleration g decreases as shown in Figure 7(b). Here, the figures show trends, and the present application is not limited to specific numerical values.

[0064] In addition, the shooting parameters can be adjusted bidirectionally. For example, the adjustment direction is determined according to the swipe direction or gesture direction, and the scale of the adjustment is determined according to the swipe distance and the gesture movement distance. For example, swiping left decreases the initial speed, and swiping right increases the initial speed. Here, the initial gravitational acceleration can be correlated with the swipe distance. For example, the longer the swipe distance, the smaller the initial gravitational acceleration. However, the adjustment of the initial gravitational acceleration is not unlimited, and the actual falling trajectory of the simulated object is used as the reference for the adjustment.

[0065] According to the embodiment provided in the present application, the size of the sight that matches the operation attribute information can be obtained, and the shooting operation that matches the operation attribute information can be obtained, so that the pre-aiming state of the target shooting item can be directly adjusted by the trigger operation, thereby precisely adjusting the aiming accuracy of the target shooting item during the trigger process, thereby improving the accuracy when using the target shooting item.

[0066] In some embodiments, after performing a plurality of consecutive shooting operations via the target shooting item on the target area range in which the target object is located, the method may further include the following steps.

[0067] When a target object is located within the attack range of a target shooting item and an item object fired by the target shooting item collides with the target object, an adjustment process is performed on the life values ​​of all objects within the target area range in which the target object is located, where the life value after adjustment is smaller than the life value before adjustment, and the target area range is an area range centered on the position of the target object and with the target distance as its radius.

[0068] For example, referring to the example shown in FIG. 8 , assume that the target object aimed at by a target shooting item (such as a powerful crossbow) after pre-aiming adjustment is target 802, as shown in FIG. 8(a). Then, the distance between target 802 and the location of the virtual character currently using the target shooting item is determined. If the distance is smaller than the attack range of the target shooting item, it means that the item object (such as a bow and arrow) fired by the target shooting item (such as a powerful crossbow) can reach the location of target 802 and collide with it. Next, when the explosives loaded on the item object (such as a bow and arrow) explode, the rendered explosion effect is as shown in FIG. 8(b). In this case, all objects located within the area range (e.g., area range 803 shown in the drawing) where the target 802 is located are damaged and their life values ​​are reduced.

[0069] According to the embodiment provided in the present application, when a target object is located within the attack range of a target shooting item and an item object fired by the target shooting item collides with the target object, the target shooting item is controlled to inflict damage after the collision and adjust the life values ​​of all objects within the target area range in which the target object is located. In other words, the target shooting item according to this embodiment can achieve the purpose of long-distance shooting at objects within the area range in which the target object is located without requiring complex item equipment operations, thereby improving item control efficiency.

[0070] In some embodiments, after performing a plurality of consecutive shooting operations via the target shooting item on the target area range in which the target object is located, the method may further include the following steps.

[0071] 1) When the target object is not located within the attack range of the target shooting item and the item object fired by the target shooting item collides with a first reference object within the attack range of the target shooting item, an adjustment process is performed on the life values ​​of all objects within the first reference area range where the first reference object is located, wherein the life values ​​after adjustment are smaller than the life values ​​before adjustment, the direction of the first reference object relative to the target shooting item is the same as the direction of the target object relative to the target shooting item, and the first reference area range is an area range centered on the position of the first reference object and with the first reference distance as its radius.

[0072] 2) If the target object is not located within the attack range of the target shooting item and the item object fired by the target shooting item does not collide with any object within the attack range of the target shooting item, the landing position of the item object is determined, and an area range centered on the landing position and having the second reference distance as its radius is determined as a second reference area range, and an adjustment process is performed on the life values ​​of all objects within the second reference area range, wherein the adjusted life value is smaller than the life value before adjustment.

[0073] It should be noted that after the target shooting item launches the item object, the item object is no longer controlled by the target shooting item, and when the item collides with a new reference object encountered in its flight trajectory, it does not affect the target area reference range where the target object is located, but directly affects the reference area range of the reference object. If the item does not encounter a reference object in its flight trajectory, after landing, it directly affects the area range where the landing position is located.

[0074] In some embodiments, the first reference object may include, but is not limited to, a virtual character object controlled by another player in a virtual battle scene (e.g., a virtual battle scene provided by a shooting task), a non-player character (NPC) object in the virtual battle scene, a stationary object in the virtual battle scene (e.g., a building, a vehicle, a tree, etc.), etc. In other words, the first reference object may be any static or dynamic object in the virtual battle scene provided by the shooting task, and the present embodiments are not limited thereto.

[0075] For example, referring to the example shown in Fig. 9, it is assumed that the target object aimed at by a target shooting item (such as a powerful crossbow) after pre-aiming adjustment is object 802, as shown in Fig. 9(a). Then, the distance between object 802 and the location of the virtual character currently using the target shooting item is determined, and if the distance is greater than the attack range of the target shooting item, it means that the item object (such as a bow and arrow) fired by the target shooting item (such as a powerful crossbow) cannot reach the location of object 802.

[0076] If it is further detected that the item target fired by the target shooting item collides with a first reference target (e.g., vehicle 902 in FIG. 9(b)) within the attack range of the target shooting item, the life values ​​of all targets within the first reference area range in which vehicle 902 is located are adjusted. At least target 904 is included within the first reference area range shown in FIG. 9(b), and health (HP) damage is inflicted on target 904, i.e., its life value is reduced.

[0077] Furthermore, in this embodiment, if the distance between the target 802 and the location of the virtual character currently using the target shooting item is greater than the attack range of the target shooting item, and the item target fired by the target shooting item does not collide with any target, when the item target lands, it will inflict health damage on targets within the area where the landing position is located, thereby reducing their life points. For specific process, please refer to the example above.

[0078] According to the embodiment provided in the present application, when the target object is not located within the attack range of the target shooting item, it can detect whether the item object fired by the target shooting item collides with or lands on another reference object other than the target object, and then, based on the detection result, control the target shooting item to explode, thereby affecting the life value of the object within the corresponding area range.

[0079] In some embodiments, performing an adjustment process on each vitality value of all subjects may include the following steps.

[0080] In step S1, the distance of each of all objects relative to the center is determined.

[0081] In step S2, the life value is adjusted according to the distance, where the distance is negatively correlated with the fluctuation range of the life value.

[0082] For example, referring to FIG. 10, when the item target launched by the target shooting item explodes within the corresponding area range (for example, the target area range, the first reference area range or the second reference area range), the variation range of the health value of each target currently within the area range is determined according to the distance between each target and the center of the area range. As shown in FIG. 10, assuming that the above area range contains four targets and the distances from the center position are r1, r2, r3, and r4 respectively, the corresponding reduction ranges of the health values are L1, L2, L3, and L4 respectively. Here, r1 < r2 < r3 < r4, and correspondingly, L1 > L2 > L3 > L4. Here, the reduction range of the health value is proportional to the variation range of the distance. For example, r1 / r2 = L1 / L2. The above is only an example, and this embodiment is not limited thereto.

[0083] According to the embodiments provided in the present application, according to the distance from each target within the area range to the center, the adjustment range of the health value corresponding to each target is determined, thereby causing health damage to the targets at different positions within the area range, thereby achieving the purpose of the simulation.

[0084] In some embodiments, during the target period, the step of performing a plurality of consecutive shooting operations on the target area range where the target object is located through the target shooting item may include the following steps.

[0085] In step S1, when it is detected that the aiming direction of the target shooting item has not changed during the target period, a plurality of consecutive shooting operations are performed on the target area range where the target object is located through the target shooting item.

[0086] In step S2, if it is detected that the aiming direction of the target shooting item has changed within the target period, the target object aimed at by the target shooting item is updated before each shooting action is performed, the updated target object is obtained, and a shooting action is performed via the target shooting item to the updated target area range in which the updated target object is located.

[0087] It should be noted that in this embodiment, after each trigger of the target shooting item, the target shooting item performs multiple consecutive shooting actions within the target period without the need to perform an additional item equipment operation before each shooting action, thus simplifying the difficulty of the operation while increasing the number of shootings, thereby achieving the effect of improving the shooting control efficiency.

[0088] Furthermore, in this embodiment, if the orientation of the virtual character currently using the target shooting item does not change, the target object aimed at by the target shooting item does not change, and correspondingly, multiple consecutive shooting actions are performed within the target area range in which the target object is located. It should be noted that since there is a certain time interval between multiple consecutive shooting actions of the target shooting item, if the orientation of the virtual character currently using the target shooting item changes during the time interval, the target object aimed at by the multiple consecutive shooting actions of the corresponding target shooting item also changes accordingly, thereby realizing long-distance, wide-area attacks on targets in different directions without having to re-equip the target shooting item, which requires such complicated operations, thereby broadening the application range of the shooting item, shortening the time length of the shooting task, and improving the chances of winning the shooting task.

[0089] For example, referring to Fig. 11, if the target object aimed at by the first shooting action of the target shooting item is target 1102 shown in Fig. 11(a), the target area range is determined based on target 1102, and damage is inflicted on the object within that target area range with the target shooting item. If the aiming direction is then adjusted when performing the second shooting action, the aimed target object is also correspondingly adjusted to target 1104 shown in Fig. 11(b), in which case the target area range is redetermined based on target 1104, and damage is inflicted on the object within the updated target area range.

[0090] According to the embodiment provided in the present application, if it is detected that the aiming direction of the target shooting item has changed within the target period, the target object aimed by the target shooting item is updated before each shooting operation is performed, and the updated target object and updated target area range are obtained, thereby further expanding the attack range of the target shooting item with a relatively wide attack range and causing long-distance, wide-area damage to targets in different directions.

[0091] In some embodiments, the step of performing multiple consecutive shooting operations within a target period via a target shooting item against a target area range in which a target object is located may include the following steps.

[0092] In step S1, if it is detected that the position of the target shooting item has not changed within the target period, multiple consecutive shooting operations are performed on the target area range in which the target object is located.

[0093] In step S2, if it is detected that the position of the target shooting item has changed within the target period, the target object to be aimed at before each shooting action is performed is updated according to the position of the target shooting item before each shooting action is performed, and a shooting action is performed via the target shooting item in the updated target area range in which the updated target object is located.

[0094] It should be noted that if the virtual character currently using the target shooting item does not move, the target object aimed at by the target shooting item will not change, and accordingly, multiple consecutive shooting actions will be performed within the target area range in which the target object is located.

[0095] Furthermore, because there is a certain time interval between consecutive shooting actions of the target shooting item, if the virtual character currently using the target shooting item moves during this time interval, the target being aimed at by the consecutive shooting actions of the target shooting item also changes accordingly. This allows long-distance, wide-area attacks to be performed on different targets during the movement process without having to re-equip the target shooting item, which requires such complicated operations. This broadens the scope of application of the shooting item, shortens the time required for the shooting task, and improves the chances of winning the shooting task.

[0096] According to the embodiment provided in the present application, if a change in the aiming direction of a target shooting item is detected within a target period, the target object aimed by the target shooting item is updated before each shooting operation is performed, and the updated target object and updated target area range are obtained, thereby further expanding the attack range of the target shooting item with a relatively wide attack range, and enabling long-distance, wide-area attacks to be performed on different target objects during the movement process.

[0097] In some embodiments, before acquiring a trigger operation performed on a target shooting item that is in an active state in the virtual fighting scene, the method may further include the following steps.

[0098] In step S1, an item placement command is obtained.

[0099] In step S2, in response to the item placement command, display a placement interface for providing a shooting item in the shooting task, where the placement interface includes a target slot for the target shooting item.

[0100] In step S3, if a selection operation performed on a target slot is acquired, a target shooting item is added to the shooting task, and an item trigger icon corresponding to the target shooting item is displayed in the operation area of ​​the shooting task.

[0101] For example, referring to Fig. 12, when an item placement command triggered in a shooting task is acquired, in response to the item placement command, a placement interface 1202 shown in Fig. 12(a) is displayed, which displays various shooting items such as crossbows and guns as shown in the drawing. Furthermore, when a selection operation performed on a target slot 1204 is acquired, the shooting item (such as a powerful crossbow) selected in the target slot 1204 is added to the shooting task, and an item trigger icon such as icon 1206 shown in Fig. 12(b) is displayed in the operation area of ​​the shooting task (for example, the operation area in the virtual battle scene provided by the shooting task).

[0102] According to the embodiment provided in the present application, before performing a shooting task, a target shooting item is selected and placed by a target operation (selection operation on a target slot) individually configured for the target shooting item, so that the target shooting item can be quickly called up and controlled through the operation area in the shooting task to perform multiple consecutive shooting operations, thereby saving the time of calling up and loading the target shooting item and improving the control efficiency when directly using the target shooting item in the shooting task to perform multiple consecutive shooting operations.

[0103] In some embodiments, after performing multiple consecutive shooting operations within the target period via the target shooting item against the target area range in which the target object is located, the method may further include the following steps:

[0104] In step S1, an item trigger icon corresponding to a target shooting item in an operation area is adjusted from a first display state to a second display state, where the first display state is used to indicate that the target shooting item is in an activated state, and the second display state is used to indicate that the target shooting item is in a frozen state.

[0105] In step S2, the remaining time in the second display state of the item trigger icon corresponding to the target shooting item is displayed.

[0106] In step S3, when the remaining time length becomes 0, the item trigger icon corresponding to the target shooting item is adjusted from the second display state to the first display state.

[0107] It should be noted that after entering the shooting task, the target shooting item's initial state is an inactive, frozen state; when the cooldown time for use expires, the target shooting item's frozen state is released and the target shooting item is controlled to enter an active state, thereby triggering the target shooting item to perform a shooting action. Furthermore, after the target shooting item completes a series of shooting actions (the number of shooting actions in a series of shooting actions can be set according to the actual application scenario), it returns to the frozen state and can only enter the active state again after the cooldown time for use expires. Along with the above state changes, the display state of the item trigger icon of the target shooting item is also adjusted accordingly to intuitively present the player with the current state of the target shooting item.

[0108] In some embodiments, if the target shooting item is in a frozen state, the amount of time remaining in its usage cooldown time may be displayed accordingly, for example, in the form of a digital countdown or progress bar.

[0109] For example, referring to FIG. 13, when the target shooting item completes a series of multiple consecutive shooting actions, the display state of the item trigger icon is adjusted accordingly, i.e., adjusted from a first display state to a second display state, where the first display state is used to indicate that the target shooting item is in an activated state, and the second display state is used to indicate that the target shooting item is in a frozen state, and under the frozen state, the target shooting item does not respond to receiving a trigger operation.

[0110] Furthermore, when the target shooting item is in a frozen state, as shown in Figure 13(a), the item trigger icon for that target shooting item displays the remaining time in that state using a progress bar 1302. When the remaining time reaches 0, this indicates that the target shooting item will switch from the frozen state to the activated state, and at the same time, the item trigger icon for that target shooting item will also be adjusted from the second display state to the first display state, as shown in icon 1304 in Figure 13(b).

[0111] According to the embodiment provided in the present application, the display state of the item trigger icon of the target shooting item indicates the status of the target shooting item, so that during a tense shooting task, the player can intuitively know whether or not the target shooting item can be called to perform a shooting action, thereby achieving the purpose of simplifying the control operation.

[0112] It should be noted that, for ease of explanation, the above-described method embodiments are all expressed as a combination of a series of operations, but those skilled in the art should understand that the present application is not limited to the order of operations described, as some steps in the present application can be performed in other orders or simultaneously. Furthermore, those skilled in the art should understand that all the embodiments described herein are exemplary embodiments, and the associated operations and modules are not necessarily required by the present application.

[0113] An embodiment of the present application further provides an item control device for implementing the above-mentioned item control method. As shown in Fig. 14, the device includes an acquisition unit 1402, a determination unit 1404, and a control unit 1406. The acquisition unit 1402 is configured to acquire a trigger operation performed on a target shooting item that is in an activated state in a virtual battle scene, where the attack range of the target shooting item covers a part of an area range in the virtual battle scene. The determination unit 1404 is configured to determine a target object to be aimed at by the target shooting item in response to the trigger operation. The control unit 1406 is configured to perform multiple consecutive shooting operations via the target shooting item within a target period against a target area range in which the target object is located.

[0114] In this embodiment, the above-mentioned embodiment of the item control method can be referred to for the above-mentioned embodiment of the item control device.

[0115] An embodiment of the present application further provides an electronic device for implementing the above-described item control method, which may be the terminal device or server shown in Fig. 1. In this embodiment, an example will be described in which the electronic device is a terminal device. As shown in Fig. 15, the electronic device includes a memory 1502 and a processor 1504, a computer program is stored in the memory 1502, and the processor 1504 is configured to execute the item control method according to the embodiment of the present application via the computer program.

[0116] In some embodiments, the electronic device can be located on at least one network device of a plurality of network devices in a computer network.

[0117] In some embodiments, the processor may be configured to execute the following steps via a computer program, including: acquiring a trigger operation performed on a target shooting item that is activated in a virtual battle scene, wherein the attack range of the target shooting item covers a portion of an area range in the virtual battle scene; determining a target object to be aimed by the target shooting item in response to the trigger operation; and executing, within a target period, multiple consecutive shooting operations via the target shooting item against a target area range in which the target object is located.

[0118] As will be understood by those skilled in the art, the structure shown in FIG. 15 is merely exemplary, and the electronic device may be a terminal device such as a smartphone (e.g., an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a personal digital assistant, an MID, a PAD, etc. FIG. 15 does not limit the structure of the above electronic device. For example, the electronic device may also have more or fewer components (e.g., a network interface, etc.) than those shown in FIG. 15, or may have a configuration different from that shown in FIG. 15.

[0119] Here, memory 1502 may be configured to store software programs and modules, such as program instructions / modules corresponding to the item control method and device of the present embodiment. Processor 1504 executes the software programs and modules stored in memory 1502 to perform various functional applications and data processing, i.e., to realize the above-described item control method. Memory 1502 may include high-speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 1502 may include memory located remotely from processor 1504, and such remote memory may be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Here, memory 1502 may be configured to store information such as target attribute information of a virtual object and screen resources (battle resources) corresponding to shooting operations. 15, the memory 1502 may include, but is not limited to, the acquisition unit 1402, the determination unit 1404, and the control unit 1406 in the item control device. Furthermore, the memory 1502 may include, but is not limited to, other module units in the item control device.

[0120] In some embodiments, the transmission device 1506 is configured to receive or transmit data over a network. Examples of such networks may include wired and wireless networks. In some embodiments, the transmission device 1506 includes a network adapter (NIC) and can connect to other network devices and routers via a network cable, thereby communicating with the Internet or a local area network. In some embodiments, the transmission device 1506 is a radio frequency (RF) module configured to communicate with the Internet wirelessly.

[0121] The electronic device further includes a display 1508 configured to display the virtual battle scene, the virtual target therein, and the generated shooting process screen, and a connection bus 1510 configured to connect each module component within the electronic device.

[0122] In another embodiment, the terminal device or server may be a node in a distributed system, where the distributed system may be a blockchain system formed of multiple nodes connected in the form of network communication. Here, a point-to-point (P2P: Peer To Peer) network may be formed between the nodes, and any type of computer device, for example, an electronic device such as a server or a terminal, may become a node in the blockchain system by joining the P2P network.

[0123] An embodiment of the present application provides a computer program product or a computer program including computer instructions stored in a computer-readable storage medium, the computer instructions being read by a processor of a computer device from the computer-readable storage medium, and the processor executing the computer instructions to cause the computer device to perform the above-described item control method.

[0124] In some embodiments, the computer-readable storage medium is configured to store a computer program used to execute the following steps, the steps including: acquiring a trigger operation performed on a target shooting item that is activated in a virtual battle scene, wherein the attack range of the target shooting item covers a portion of an area range in the virtual battle scene; determining a target object to be aimed by the target shooting item in response to the trigger operation; and performing multiple consecutive shooting operations via the target shooting item within a target period against a target area range in which the target object is located.

[0125] In some embodiments, as can be understood by those skilled in the art, all or part of the steps in each method of the above embodiments can be completed by instructing relevant hardware of a terminal device through a program. The program may be stored in a computer-readable storage medium, which may include a flash disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, an optical disk, etc.

[0126] The numbers of the above-mentioned embodiments of the present invention do not indicate the superiority or inferiority of the embodiments, but are used for the convenience of explanation.

[0127] When the integrated units in the above embodiments are realized in the form of a software functional unit and sold or used as a standalone product, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solutions of the present application, essentially or in part contributing to the prior art, or all or part of the technical solutions, can be embodied in the form of a software product, and the computer software product is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to perform all or part of the steps of the methods in each embodiment of the present application.

[0128] In the above-described embodiments of the present application, the description of each embodiment is weighted accordingly, so that for parts that are not explained in detail in one embodiment, reference may be made to the description of the relevant parts in other embodiments.

[0129] It should be understood that the disclosed client in the embodiments provided herein may be substituted in other forms. The above-described device embodiments are merely illustrative. For example, the division of units is merely a division of logical functions. In actual implementation, other division methods may be adopted. For example, multiple units or components may be combined or integrated into another system, and some features may be ignored or not implemented. Furthermore, the mutual couplings or direct couplings or communication connections shown or discussed may be realized using some interfaces, and the indirect couplings or communication connections between units or modules may be in electrical or other forms.

[0130] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, i.e., they may be located in one place or distributed across a network of units. According to actual needs, some or all of the units can be selected to achieve the objective of the solution of this embodiment.

[0131] Furthermore, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may be an independent physical unit, or two or more units may be integrated into one unit. The integrated unit may be implemented in the form of hardware or a software functional unit.

[0132] It should be noted that the above are only exemplary embodiments of the present application, and those skilled in the art may make some improvements or modifications without departing from the principles of the present application, and these improvements and modifications should also fall within the protection scope of the present application. [Explanation of symbols]

[0133] 1402 Acquisition Units 1404 Decision Unit 1406 Control Unit 1502 memory 1504 processor 1506 Transmission Equipment 1508 Display

Claims

1. An item control method executed by an electronic device, comprising: acquiring a trigger operation performed on a target shooting item in a virtual battle scene; acquiring operation attribute information of the trigger operation in response to the trigger operation; a step of adjusting a sight in the aiming direction of the currently displayed target shooting item to a target size that matches the operation attribute information, wherein the smaller the size of the sight of the target shooting item, the longer the shooting distance; Executing a shooting action via the target shooting item in response to the termination of the trigger operation; Including, The step of adjusting a sight in the aiming direction of the currently displayed target shooting item to a target size that matches the operation attribute information includes: acquiring shooting parameters that match the operation attribute information, the shooting parameters including an initial shooting speed and an initial gravitational acceleration of an item object shot by the target shooting item; determining a shooting flight trajectory of the item target in the aiming direction according to the shooting parameters, wherein a flight distance of the shooting flight trajectory in the absence of a collision is negatively correlated with the target size of the front sight; further comprising The step of acquiring shooting parameters that match the operation attribute information includes: a step of acquiring the shooting parameters matching the operation time length when the operation attribute information is an operation time length, wherein the operation time length has a positive correlation with the initial shooting speed and a negative correlation with the initial gravitational acceleration, and the operation time length includes any one of a pressing time length of a pressing operation, a gesture maintenance time length of a gesture operation, and a maintenance time length of a posture trigger operation; or If the operation attribute information is a pressing pressure of a pressing operation, acquiring the shooting parameters that match the pressing pressure, where the pressing pressure has a positive correlation with the initial shooting speed and a negative correlation with the initial gravitational acceleration; or If the operation attribute information is a swipe distance of a swipe operation, acquiring the shooting parameters matching the swipe distance, wherein the swipe distance of a swipe operation in a first swipe direction is positively correlated with the initial shooting speed and negatively correlated with the initial gravitational acceleration, and the swipe distance of a swipe operation in a second swipe direction is negatively correlated with the initial shooting speed and positively correlated with the initial gravitational acceleration; or When the operation attribute information is a gesture movement distance of a gesture operation, acquiring the shooting parameters matching the gesture movement distance, wherein the gesture movement distance by the gesture operation in a first gesture direction is positively correlated with the initial shooting speed and negatively correlated with the initial gravitational acceleration, and the gesture movement distance by the gesture operation in a second gesture direction is negatively correlated with the initial shooting speed and positively correlated with the initial gravitational acceleration. An item control method comprising:

2. An item control device, an acquisition unit configured to acquire a trigger operation performed on a target shooting item in a virtual fighting scene; a determination unit configured to acquire operation attribute information of the trigger operation in response to the trigger operation, and adjust a sight in the aiming direction of the currently displayed target shooting item to a target size that matches the operation attribute information, wherein the smaller the size of the sight of the target shooting item, the longer the shooting distance; a control unit configured to execute a shooting action via the target shooting item in response to the termination of the trigger operation; Equipped with The determination unit further comprises: Obtaining shooting parameters that match the operation attribute information, the shooting parameters including an initial shooting speed and an initial gravitational acceleration of an item object shot by the target shooting item; Determine a shooting flight trajectory of the item target in the aiming direction according to the shooting parameters, wherein a flight distance of the shooting flight trajectory in the absence of a collision is negatively correlated with the target size of the front sight; configured to run The determination unit further comprises: When the operation attribute information is an operation time length, acquiring the shooting parameters matching the operation time length, wherein the operation time length has a positive correlation with the initial shooting speed and a negative correlation with the initial gravitational acceleration, and the operation time length includes any one of a pressing time length of a pressing operation, a gesture maintenance time length of a gesture operation, and a maintenance time length of a posture trigger operation; or When the operation attribute information is a pressing pressure of a pressing operation, acquiring the shooting parameters that match the pressing pressure, wherein the pressing pressure has a positive correlation with the initial shooting speed and a negative correlation with the initial gravitational acceleration; or When the operation attribute information is a swipe distance of a swipe operation, acquiring the shooting parameters matching the swipe distance, wherein the swipe distance by a swipe operation in a first swipe direction is positively correlated with the initial shooting speed and negatively correlated with the initial gravitational acceleration, and the swipe distance by a swipe operation in a second swipe direction is negatively correlated with the initial shooting speed and positively correlated with the initial gravitational acceleration; or When the operation attribute information is a gesture movement distance of a gesture operation, acquiring the shooting parameters matching the gesture movement distance, wherein the gesture movement distance by the gesture operation in a first gesture direction is positively correlated with the initial shooting speed and negatively correlated with the initial gravitational acceleration, and the gesture movement distance by the gesture operation in a second gesture direction is negatively correlated with the initial shooting speed and positively correlated with the initial gravitational acceleration; An item control device configured to execute the above.

3. A computer program that causes a computer to execute the item control method according to claim 1.

Citation Information

Patent Citations

  • JPP7419568B