Method and apparatus for controlling projectile weapon in game, device, and storage medium
By displaying projection aiming controls and selectable maps on the game interface and using swipe gestures to control projection weapons, the problems of screen obstruction and HUD interruption in traditional methods are solved. This achieves fast projection control without affecting operation and improves game interaction efficiency.
Patent Information
- Application Number
- PCT/CN2025/106474
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-07-30
- Filing Date
- 2025-07-01
- Publication Date
- 2026-02-05
AI Technical Summary
In third-person shooter games, traditional missile launch control methods require launching the entire map, obscuring the game screen and interrupting HUD operation, resulting in high operational complexity and low interaction efficiency.
By displaying projection aiming controls on the graphical user interface, keeping the game view unchanged, displaying an optional map, and controlling the projection weapon with a swipe gesture, fast and unobstructed projection control is achieved.
It ensures the continuity of game operations, reduces operational complexity, and improves game interaction efficiency.
Smart Images

Figure CN2025106474_05022026_PF_FP_ABST
Abstract
Description
A control method, device and apparatus for projecting a weapon in a game, and a storage medium
[0001] Cross-reference to Related Applications
[0002] This application claims priority to Chinese Patent Application No. 202411036201.7, filed on July 30, 2024, entitled "A control method, device and apparatus for projecting a weapon in a game, and a storage medium", the entire contents of which are incorporated herein by reference. TECHNICAL FIELD
[0003] The present disclosure relates to the technical field of game editing, and in particular to a control method, device and apparatus for projecting a weapon in a game, and a storage medium. BACKGROUND
[0004] In a third-person shooting game, a player can play a game session by operating a vehicle carrying a projectile weapon (such as a missile). In this state, the player drives the vehicle while launching a missile at a target location for attack.
[0005] However, in the conventional missile projection control method in the session in the existing game, the entire map needs to be started during the selection of the missile launch point by the player, and the starting of the entire map will block the real-time game screen and also interrupt the related head-up display (HUD) operation of the vehicle carrying the projectile missile, affecting the continuity of the game operation, resulting in high complexity of the player's operation, and low game interaction efficiency. SUMMARY
[0006] The embodiments of the present disclosure provide a control method, device, electronic device and storage medium for projecting a weapon in a game, which can quickly realize the control of the projectile weapon without blocking the game screen and affecting the related operation, ensuring the continuity of the game operation, reducing the complexity of the game operation, and thus improving the game interaction efficiency.
[0007] The technical solutions of the embodiments of the present disclosure are as follows:
[0008] In a first aspect, the embodiments of the present disclosure provide a control method for projecting a weapon in a game. A graphical user interface for running the game is provided by a terminal device. A first game scene picture of the game is displayed on the graphical user interface, and the first game scene picture is a scene picture from the perspective of a target game character in the game. The method comprises:
[0009] A projection aiming control for the projectile weapon is displayed on the graphical user interface, and the projection aiming control comprises a first projection aiming control.
[0010] in response to a first trigger operation on the first projection aiming control, keeping the target game character perspective unchanged, displaying a first selectable map on the graphical user interface, and displaying a projection control area at the first projection aiming control; a touch point of the first trigger operation acts in the projection control area, and the first selectable map includes a position prompt mark mapped with the touch point;
[0011] in response to a first sliding operation in the projection control area and continuous with the first trigger operation, controlling the position prompt mark to move following a touch point of the first sliding operation;
[0012] controlling the projection weapon according to a position of the touch point of the first sliding operation in the projection control area.
[0013] In a second aspect, the embodiments of the present disclosure further provide a control device for a game projection weapon, which provides a graphical user interface of the game running by a terminal device, and the graphical user interface displays a first game scene picture of the game, which is a scene picture under a target game character perspective in the game; the control device comprises:
[0014] a first display module configured to display a projection aiming control for the projection weapon on the graphical user interface, and the projection aiming control includes a first projection aiming control;
[0015] a second display module configured to keep the target game character perspective unchanged in response to a first trigger operation on the first projection aiming control, display a first selectable map on the graphical user interface, and display a projection control area at the first projection aiming control; a touch point of the first trigger operation acts in the projection control area, and the first selectable map includes a position prompt mark mapped with the touch point;
[0016] a first control module configured to control the position prompt mark to move following a touch point of the first sliding operation in response to a first sliding operation in the projection control area and continuous with the first trigger operation;
[0017] a second control module configured to control the projection weapon according to a position of the touch point of the first sliding operation in the projection control area.
[0018] In a third aspect, the embodiments of the present disclosure further provide an electronic device, comprising a processor, a storage medium and a bus, the storage medium stores machine readable instructions executable by the processor, when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine readable instructions to perform the control method for projecting a weapon in a game according to any one of the first aspect.
[0019] In a fourth aspect, the embodiments of the present disclosure further provide a computer readable storage medium, the computer readable storage medium stores a computer program, when the computer program is run by a processor, the control method for projecting a weapon in a game according to any one of the first aspect is executed.
[0020] The embodiments of the present disclosure have the following beneficial effects:
[0021] The control method, device and equipment for projecting a weapon in a game and the storage medium provided by the embodiments of the present disclosure display a projection aiming control for the projected weapon on a graphical user interface, and through a first trigger operation on a first projection aiming control included in the projection aiming control, the current game perspective is kept unchanged, a first selectable map is displayed on the graphical user interface, and a projection control area is displayed at the first projection aiming control; the touch point of the first trigger operation acts on the projection control area, and a position prompt mark is included on the first selectable map, which is mapped with the touch point; through a first sliding operation in the projection control area continuous with the first trigger operation, the position prompt mark can be quickly selected on the first selectable map, and through the position of the touch point of the first sliding operation in the projection control area, the projected weapon is controlled; the present disclosure can quickly control the projected weapon without blocking the game picture and affecting the related operation, ensure the coherence of the game operation, reduce the complexity of the game operation, and further improve the game interaction efficiency. BRIEF DESCRIPTION OF DRAWINGS
[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following will briefly introduce the drawings needed to be used in the embodiments. It should be understood that the following drawings only show some embodiments of the present disclosure, and therefore should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can also be obtained without creative labor on the basis of these drawings.
[0023] Fig. 1 is a flow diagram of a first control method for projecting a weapon in a game according to one of the embodiments of the present disclosure;
[0024] Fig. 2a shows an interface diagram including a first projection aiming control and a second projection aiming control of the projected weapon;
[0025] Fig. 2b shows an interface diagram after the first projection aiming control is triggered by the first trigger operation;
[0026] Fig. 2c shows an interface diagram after the first projection aiming control is triggered by the second trigger operation;
[0027] Fig. 3 shows a flow diagram of a second method for controlling projection of a weapon in a game according to an embodiment of the present disclosure;
[0028] Fig. 4 shows a flow diagram of a third method for controlling projection of a weapon in a game according to an embodiment of the present disclosure;
[0029] Fig. 5 shows an interface diagram after the second projection aiming control is triggered by the second trigger operation;
[0030] Fig. 6 shows a flow diagram of a fourth method for controlling projection of a weapon in a game according to an embodiment of the present disclosure;
[0031] Fig. 7a shows a flow diagram of a fifth method for controlling projection of a weapon in a game according to an embodiment of the present disclosure;
[0032] Fig. 7b shows an interface diagram after the missile is successfully launched;
[0033] Fig. 7c shows an interface diagram after the missile trajectory control is triggered;
[0034] Fig. 8 shows a structural diagram of a device for controlling projection of a weapon in a game according to an embodiment of the present disclosure;
[0035] Fig. 9 is a structural diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION
[0036] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be described clearly and completely below with reference to the drawings in the embodiments of the present disclosure. It should be understood that the drawings in the present disclosure are only intended to illustrate and describe the present disclosure, and are not intended to limit the scope of protection of the present disclosure. In addition, it should be understood that the drawings are not drawn to scale. The flowcharts in the present disclosure show operations implemented according to some embodiments of the present disclosure. It should be understood that the operations in the flowcharts can not be implemented in order, and steps that have no logical context relationship can be reversed in order or implemented simultaneously. In addition, one or more other operations can be added to the flowcharts or one or more operations can be removed from the flowcharts under the guidance of the present disclosure.
[0037] In the following description, reference is made to "some embodiments", which describe a subset of all possible embodiments, but it is to be understood that "some embodiments" can be the same subset or different subsets as each other and as other subsets of all possible embodiments, and can be combined with each other where appropriate without conflict.
[0038] In addition, the described embodiments are only some of the embodiments of the present disclosure, not all the embodiments. The components of the embodiments of the present disclosure described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the claimed present disclosure, but only represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative labor are within the scope of protection of the present disclosure.
[0039] In the following description, the term "first\second\third" is only to distinguish similar objects, and does not represent a specific order of the objects. It can be understood that "first\second\third" can be interchanged in a specific order or sequence as appropriate to enable the embodiments of the present disclosure described herein to be implemented in an order other than that illustrated or described herein.
[0040] It should be noted that the term "comprising" will be used in the embodiments of the present disclosure to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.
[0041] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the present disclosure belongs. The terms used herein are for the purpose of describing the embodiments of the present disclosure and are not intended to limit the present disclosure.
[0042] It should be noted that the term "comprising" will be used in the embodiments of the present disclosure to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.
[0043] In view of the existing game, the traditional way of loading a carrier with a launch missile, in the process of selecting the launch point of the missile by the player, the entire map needs to be started, and the started entire map will block the current game picture, which interrupts the related HUD operation of the carrier loaded with the launch missile, affects the game operation continuity, causes the player's operation complexity to be high, and further causes the problem of low human-computer interaction efficiency. The embodiments of the present disclosure provide a game launch weapon control method and device, electronic equipment and storage medium, which can quickly realize the control of the launch weapon without blocking the game picture and affecting the related operation, ensure the game operation continuity, reduce the complexity of the game operation, and further improve the game interaction efficiency.
[0044] The control method of projecting a weapon in a game can be applied to various types of games, such as third-person shooting games, first-person shooting games, and massive multiplayer online (MMO) games.
[0045] As shown in FIG. 1, a control method of projecting a weapon in a game is provided in a first embodiment of the present disclosure. A graphical user interface for running the game is provided by a terminal device. A first game scene picture of the game is displayed on the graphical user interface, and the first game scene picture is a scene picture from the perspective of a target game character in the game. The method comprises the following steps.
[0046] S101, a projection aiming control for the projected weapon is displayed on the graphical user interface, and the projection aiming control comprises a first projection aiming control.
[0047] S102, in response to a first trigger operation on the first projection aiming control, the perspective of the target game character is kept unchanged, a first selectable map is displayed on the graphical user interface, and a projection control area is displayed at the first projection aiming control. A touch point of the first trigger operation acts in the projection control area. A position prompt mark is included on the first selectable map, and the position prompt mark is mapped with the touch point.
[0048] S103, in response to a first sliding operation in the projection control area and continuous with the first trigger operation, the position prompt mark is controlled to move following the touch point of the first sliding operation.
[0049] S104, the projected weapon is controlled according to the position of the touch point of the first sliding operation in the projection control area.
[0050] The control method for projecting a weapon in a game provided by the embodiments of the present disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method for projecting a weapon in a game is run on the server, it can be cloud gaming. The control method for projecting a weapon in a game is run on the server and is implemented based on the interaction between the server and the terminal device.
[0051] The control method for projecting a weapon in a game in the embodiments of the present disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method for projecting a weapon in a game is run on the server, it can be cloud gaming. The control method for projecting a weapon in a game is run on the server and is implemented based on the interaction between the server and the terminal device.
[0052] In an optional embodiment, the local terminal device (i.e., the client) stores a game program and is used to present a game picture. The local terminal device is used to interact with a player through a graphical user interface, i.e., a conventional game program is downloaded and installed on an electronic device and is run. The local terminal device can provide the graphical user interface to the player in multiple ways, for example, it can be rendered and displayed on the display screen of the terminal, or it can be provided to the player through holographic projection. For example, the local terminal device can include a display screen used to present a graphical user interface including a game picture and a processor used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0053] In another optional embodiment, cloud gaming refers to a game mode based on cloud computing. In the running mode of cloud gaming, the running subject of a game program and the presentation subject of a game scene are separated, and the storage and running of game scene information are completed on a server. A terminal device is used for receiving and sending data and presenting a game scene. For example, the terminal device can be a display device close to a user side and having a data transmission function, such as a mobile terminal, a television, a computer, a palm computer, and the like. However, the terminal device for processing game scene information is a cloud game server in the cloud. When editing a game scene, a target user operates a terminal device to generate game scene information and sends the game scene information to the cloud game server. The cloud game server processes the game scene data, such as encoding and compression, and returns the terminal device through a network. Finally, the terminal device receives the processed game scene information and outputs the game scene.
[0054] In the embodiments of the present disclosure, the above exemplary steps of the embodiments of the present disclosure are described respectively.
[0055] S101, display a projection aiming control for the projection weapon on the graphical user interface, the projection aiming control comprising a first projection aiming control.
[0056] In the embodiments of the present disclosure, a graphical user interface for running the game is provided by a terminal device, and a first game scene picture of the game is displayed on the graphical user interface. The first game scene picture is a scene picture in the perspective of a target game character in the game. The target game character is a game character controlled by a player in the game. The target game character perspective refers to the shooting angle of a virtual camera bound to the target game character in the game. The binding specifically refers to that the virtual camera and the target game character have a preset relative position and lens orientation. Taking a third-person shooting game as an example, the first game scene picture in the perspective of the target game character includes the target game character. Optionally, the target game character is located at the center of the first game scene picture (i.e., the graphical user interface).
[0057] Taking a third-person shooting game as an example, the first game scene picture includes a target game character and a projection weapon equipped by the target game character, and the projection weapon is usually mounted on a carrier, and of course can be held by the target game character. Compared with the hand-held mode, the carrier is equivalent to the target game character, so the related features of the carrier described below also apply to the target game character. In actual games, the projection weapon is usually mounted in a designated carrier, for example, the projection weapon as a missile is mounted on a designated carrier tank, so the following is described by taking the projection weapon mounted on the carrier as an example. In addition, as shown in FIG. 2a, a projection aiming control for the projection weapon 100 is also displayed on the graphical user interface 200, and the projection aiming control includes a first projection aiming control 101. Optionally, the first projection aiming control corresponds to a first projection range, and a second projection aiming control 102 corresponds to a second projection range.
[0058] In an embodiment, the projection weapon is provided with three range segments, the first range segment is a range from the center point of the projection weapon to the first set distance (such as 0-2), which corresponds to the invalid attack range (i.e. invalid range projection), because in this range, the projection weapon is launched, which will affect the target game character or the carrier, therefore, this range is set as the invalid attack range. The first set distance here is the invalid projection distance of the projection weapon. The center point of the projection weapon can be determined according to the projection weapon, or can be determined according to the carrier mounting the projection weapon. The second range segment is a range from the first set distance of the projection weapon to the second set distance (such as 2-4), which corresponds to the near distance projection range (i.e. short range projection), which is the field of view range of the target game character. Correspondingly, the second set distance here is the distance matched with the field of view range of the target game character. The third range segment is a range from the second set distance of the projection weapon to the first projection distance (such as 4-8), which corresponds to the long distance projection range (i.e. long range projection). It should be noted that the above 0, 2, 4, 8 are the codes of the distance, which show the size relationship between different distances, and are not time distances. The specific actual distance is configured according to the game situation.
[0059] The first projection range corresponding to the first projection aiming control can be the second range segment and / or the third range segment, that is, the first projection range can be a combined range segment that does not distinguish between the "short-range projection" and the "long-range projection", that is, the first projection range can include the second range segment and the third range segment (such as 2-8), or can include the second range segment of the "short-range projection" (such as 2-4), or can be the third range segment of the "long-range projection" (such as 4-8). Specifically, when the "first projection aiming control" is configured as the "short-range aiming control", the first projection range includes the second range segment; when the "first projection aiming control" is configured as the "long-range aiming control", the first projection range includes the third range segment; and when the "first projection aiming control" is not limited to the short-range and the long-range, the first projection range includes the second range segment and the third range segment. In the embodiments of the present disclosure, taking the "first projection aiming control" as the "long-range aiming control" as an example, the corresponding first projection range is the third range segment (such as 4-8); correspondingly, the second projection aiming control corresponds to the second projection range, which is the second range segment (such as 2-4).
[0060] In response to a first trigger operation for the first projection aiming control, S102, the target game character view is kept unchanged, a first selectable map is displayed on the graphical user interface, and a projection control area is displayed at the first projection aiming control; the touch point of the first trigger operation acts on the projection control area, and the first selectable map includes a position prompt mark, which is mapped with the touch point.
[0061] In the embodiments of the present disclosure, the first trigger operation is a trigger operation different from the second trigger operation, and the second trigger operation can be a click operation. The first trigger operation can be a long press, a heavy press, a long press and heavy press operation, and the like.
[0062] Wherein, no matter the method is applied to the server or the terminal device, the system is collectively called to respond to the operation, after the player triggers the first trigger operation for the first projection aiming control, as shown in FIG. 2b, the system responds to the first trigger operation, keeps the target game character view unchanged, displays a display box 201 on the graphical user interface 200, and displays a first selectable map 202 through the display box 201, and the first selectable map 202 includes a position prompt mark 203; It also includes an invalid projection area mark 204; The position of the above-mentioned display box 201 on the graphical user interface 200 can be set arbitrarily, and optionally, the above-mentioned display box 201 is displayed at a specified position (such as a central position) of the graphical user interface 200, the display box 201 has a preset binding position relationship with the projection weapon, when the projection weapon is carried on the carrier, the display box 201 has a preset position binding relationship with the carrier; When the projection weapon is held by the target game character, the display box 201 has a preset position binding relationship with the target game character; Usually, the target game character is in the center position of the graphical user interface, and correspondingly, the display box 201 covers part of the game character or the carrier of the projection weapon.
[0063] As shown in FIG. 2b, the above-mentioned display box 201 is a range circle, and the first selectable map 202 is displayed in the range circle, and a projection control area 207 is displayed at the first projection aiming control 101, here, the projection control area 207 covers the first projection aiming control 101, at this time, the touch point of the first trigger operation of the player is acting in the projection control area 207.
[0064] As shown in FIG. 2b, the projection control area 207 includes a first virtual joystick 206 which is limited to move within the first indication area 205; The first virtual joystick 206 is used to follow the touch point of the first sliding operation to move; When the first virtual joystick 206 moves, the position prompt mark 203 on the first selectable map 202 moves following the first virtual joystick 206;
[0065] The first indication area 205 includes an invalid control area (a small circle area where "X" is located in FIG. 2a) with the center point of the first indication area as the center and a first threshold as the radius; the first selectable map 202 is a map with the projectile weapon as the center and a first projection distance of the projectile weapon as the radius; it should be noted that when the projectile weapon is mounted on a carrier (or held by a target game character), the first selectable map 202 is a map with the carrier (or the target game character) as the center and the first projection distance of the projectile weapon as the radius. The invalid control area maps a first map area in the first selectable map 202 with the projectile weapon as the center and a second projection distance of the projectile weapon as the radius, the second projection distance being smaller than the first projection distance; the second projection distance is determined according to a first set distance of the projectile weapon invalid projection; or the second projection distance is determined according to a second set distance matched with the field of view range of the target game character; the first set distance is smaller than the second set distance.
[0066] In an embodiment, the first set distance is a distance in which the projectile weapon cannot project, and when the second projection distance is determined according to the first set distance, it can be understood that the second projection distance is the first set distance, and at this time, the first map area A is determined; the second set distance is a distance in which the projectile weapon projects in a short range, and when the second projection distance is determined according to the second set distance matched with the field of view range of the target game character, it can be understood that the second projection distance is the second set distance, and at this time, the first map area B is determined; therefore, the invalid control area can map the first map area A or the first map area B, and the first map area B includes the first map area A.
[0067] Here, mapping means that when the player operates the first virtual joystick 206 to move in the invalid control area, the position prompt mark 203 moves in the first map area A or the first map area B, but cannot select the first target projection point; in another way, because the invalid control area 207 cannot select the first target projection point, the position prompt mark 203 is not displayed in the invalid control area. It can also be understood that only the second map area on the first selectable map 202 includes the position prompt mark 203, and the first map area (including the first map area A and the first map area B) on the first selectable map 202 does not include the position prompt mark 203. Specifically, in FIG. 2b, the first selectable map 202 includes a position prompt mark 203, specifically, a position prompt mark 203 is displayed in the second map area of the first selectable map 202, and the position prompt mark 203 is mapped with the touch point, and no position prompt mark 203 is displayed in the first map area (the area corresponding to the invalid projection area mark 204) of the first selectable map 202.
[0068] The first indication area further comprises a valid control area in addition to the invalid control area, and the valid control area maps a second map area in the first optional map in addition to the first map area. Here, mapping means that when the player operates the first virtual joystick 206 to move in the valid control area of the first indication area 205 (the area within the large circle of the first indication area and outside the small circle where "X" is located in FIG. 2b), the corresponding position prompt mark 203 follows the first virtual joystick 206 to move and simultaneously selects the first target projection point.
[0069] S203, in response to a first sliding operation in the projection control area and continuous with the first trigger operation, controlling the position prompt mark to follow the touch point of the first sliding operation to move.
[0070] In the embodiments of the present disclosure, the first sliding operation is an operation that is continuous with the first trigger operation and still located in the projection control area, the position of the touch point at the initial position of the first sliding operation is the same as that of the touch point of the first trigger operation, then, as the first sliding operation is performed, the corresponding touch point of the first sliding operation moves in the projection control area, and at the same time, according to the moving speed and direction of the touch point, the position prompt mark is controlled to follow the touch point of the first sliding operation to move; the position prompt mark is used to determine the first target projection point in the first optional map.
[0071] S204, according to the position of the touch point of the first sliding operation in the projection control area, controlling the projection weapon.
[0072] As described above, the projection control area comprises a valid control area and an invalid control area; specifically, when the touch point of the first sliding operation is located in the valid control area of the projection control area, the first target projection point is determined according to the touch point of the first sliding operation; when the touch point of the first sliding operation is located in the invalid control area of the projection control area, the first target projection point cannot be determined.
[0073] Here, after the first target projection point is determined, the projection weapon can be controlled to be fired towards the first target projection point; here, the system can perform the above-mentioned control firing operation in response to the end of the first operation, or, in response to the first trigger operation on the first projection aiming control, a third firing control is further arranged on the graphical user interface, and the system performs the above-mentioned control firing operation in response to a touch operation (such as a click operation) on the third firing control;
[0074] When the first target projection point cannot be determined, the system can be controlled to cancel the launching of the projection weapon; here, the system can be controlled to cancel the launching of the projection weapon in response to the end of the first sliding operation, or, in addition to the first trigger operation for the first projection aiming control, a second termination launching control can be provided on the graphical user interface, and the above-mentioned control cancel operation can be performed in response to a touch operation (such as a click operation) for the second termination launching control.
[0075] Further, the game projection weapon control method provided by the embodiments of the present disclosure further comprises:
[0076] After the projection weapon is launched or the launching of the projection weapon is canceled, the first selectable map and the projection control area are canceled.
[0077] In the embodiments of the present disclosure, whether the projection weapon is successfully launched or the launching of the projection weapon is canceled, the system cancels the display of the first selectable map and the projection control area to exit the remote attack mode of the quick operation remote aiming control projection weapon.
[0078] In addition, in a tense state of the game of the player, the player usually needs to control the movement of the carrier, and based on this, the game projection weapon control method provided by the embodiments of the present disclosure further comprises that the graphical user interface further comprises a movement control area, and the movement control area comprises a second virtual joystick that is limited to move within a second indication area; the method further comprises:
[0079] In response to a movement control operation for the second virtual joystick, the system controls the projection weapon to move following the second virtual joystick, and updates the first selectable map according to the position of the projection weapon after the movement.
[0080] Here, the player controls the second virtual joystick within the second indication area, and the system controls the projection weapon (or the carrier carrying the projection weapon) to move following the second virtual joystick according to the movement speed and the movement direction of the second virtual joystick in response to the operation of the player for the second virtual joystick, and updates the first selectable map according to the position of the projection weapon after the movement, so that the player selects the first target projection point in the updated first selectable map; in the actual game, the position of the target game character is also included in the first selectable map.
[0081] In the above scheme, the disclosure embodiment provides a fast remote attack mode, which is agile point selection and launching during mobile vehicle process. After long pressing the first projection aiming control (
remote aiming
remote aiming
[0082] Further, as shown in FIG. 3, the game projectile weapon control method provided by the disclosure embodiment further includes:
[0083] S301, in response to a second trigger operation on the first projection aiming control, displaying a first blocking picture on the graphical user interface, and displaying a map window on the first blocking picture; the map window includes a second selectable map.
[0084] S302, in response to a selection operation on the second selectable map in the map window, determining a second target projection point from the second selectable map, and launching the projectile weapon according to the second target projection point.
[0085] In combination with S301 and S302, as described above, the first projection aiming control is the
remote aiming
remote aiming
remote aiming
[0086] Specifically, as shown in FIG. 2c, when the player triggers the
remote aiming
[0087] It should be noted that, as shown in FIG. 2a, when the player does not trigger the second trigger operation for the first projection aiming control 101, a mini-map window 103 is also displayed on the graphical user interface, specifically, the mini-map window is displayed at the upper right corner of the graphical user interface. When the player triggers the second trigger operation for the first projection aiming control 101, as shown in FIG. 2c, the first occlusion screen is displayed on the graphical user interface, and the mini-map window is cancelled. Meanwhile, the first occlusion screen 104 is displayed on the graphical user interface, and a map window 105 is also displayed on the first occlusion screen 104, and the second selectable map 106 is included in the map window 105. In this way, the original mini-map is more clearly presented in the first occlusion screen through the map window, and the player can adjust the zoom ratio of the map presented by the map window, so that the player can more conveniently select the second target projection point from the map presented by the map window.
[0088] Here, it should be noted that not all points of the map window can be selected, only the second selectable map in the map window can be selected. Here, the second selectable map is displayed in regular brightness, indicating that the area can be selected, and other parts of the map window are displayed in gray, indicating that the area cannot be selected.
[0089] S302, in response to the selection operation for the second selectable map in the map window, determining a second target projection point from the second selectable map, so as to emit the projection weapon according to the second target projection point.
[0090] In the embodiment of the present disclosure, while the map window is displayed on the first occlusion screen, the first emission control (i.e., the
Launch Missile
[0091] As shown in FIG. 2c, the player can determine the second target projection point from the second selectable map 106 through the selection operation, and then click the first emission control. The system controls the emission of the projection weapon towards the second target projection point in response to the player's click on the first emission control.
[0092] In addition, a cancel control is also provided on the above-mentioned map window, and the method further comprises: in response to the trigger operation for the cancel control (i.e., the “X” in the map window in FIG. 2c) in the map window, cancelling the deployment of the projection weapon; or in response to the cancel operation for the specified area in the graphical user interface, cancelling the deployment of the projection weapon.
[0093] Here, there are two ways for the player to exit the remote attack mode, 1 is that the system cancels the casting of the projectile weapon when the player clicks the cancel control in the map window; the other is that the system cancels the casting of the projectile weapon in response to the cancel operation on the specified area in the graphical user interface, and the specified area can be a non-second selectable map or a non-map window area.
[0094] In the embodiments of the present disclosure, in addition to the "first projectile aiming control" provided with remote aiming, there is also a "second projectile aiming control" for short-range aiming; further, as shown in FIG. 4, the method for controlling the projectile weapon in the game provided by the embodiments of the present disclosure further comprises a second projectile aiming control; the method further comprises:
[0095] S401, in response to a first trigger operation on the second projectile aiming control, switching the first game scene picture displayed in the graphical user interface to a second game scene picture; the second game scene picture is a scene picture of a third projectile distance of the projectile weapon under a landing angle of the projectile weapon; the third projectile distance is determined according to a second set distance matched with the target game character's field of view range, and the third projectile distance is smaller than the first projectile distance and larger than a second projectile distance determined according to the first set distance.
[0096] In the embodiments of the present disclosure, the second projectile aiming control is a
short-range aiming
short-range aiming
short-range aiming
[0097] S402, displaying attack indication information of the projectile weapon in the graphical user interface, and determining a target landing position of the projectile weapon from the second game scene picture through the attack indication information.
[0098] As shown in FIG. 5, the attack indication information includes a targeting indication box 501 and a weapon identifier 502 of the projectile weapon in the targeting indication box 501; the targeting indication box 501 is used to indicate the attack range of the projectile weapon, and the weapon identifier 502 is used to indicate the target drop point position of the projectile weapon.
[0099] In addition, when the short-range targeting button is clicked, the short-range attack perspective of the missile is displayed, the player changes the attack position of the missile by dragging the screen (i.e., triggering a second sliding operation) and intuitively previews the visual attack range of the missile; further, the control method of the projectile weapon in the game provided by the embodiment of the present disclosure further includes:
[0100] In response to the second sliding operation on the graphical user interface, the virtual camera orientation is updated in real time according to the second sliding operation to update the second game scene picture, and the target drop point position of the projectile weapon is determined from the updated second game scene picture.
[0101] When switching to the second game scene picture, the position and orientation of the virtual camera in the game are fixed, the player can change the orientation of the virtual camera (without changing the position of the virtual camera) by the second sliding operation to update the second game scene picture, and then the player can determine the target drop point position of the projectile weapon from the updated second game scene picture.
[0102] Further, while the attack indication information of the projectile weapon is displayed in the graphical user interface, the projectile control control of the projectile weapon is also displayed on the graphical user interface; the method further includes:
[0103] In response to the selection operation on the projectile control control, the projectile weapon is controlled according to the projectile control control; specifically, the projectile control control includes a termination launching control and a second launching control; the response to the selection operation on the projectile control control to control the projectile weapon according to the projectile control control includes:
[0104] 1. In response to the selection operation on the termination launching control, the launching of the projectile weapon is cancelled, and the second game scene picture is switched back to the real-time first game scene picture;
[0105] 2. In response to the selection operation on the second launching control, the projectile weapon is launched towards the determined target drop point position, and the second game scene picture is switched back to the real-time first game scene picture.
[0106] In the short-range aiming state, the projection weapon (such as a missile) can also be moved, and the graphical user interface also includes a movement control area, which includes a second virtual joystick that is limited to moving within a second indication area, as shown in FIG. 6. The method further includes:
[0107] S601, in response to a movement control operation for the second virtual joystick, controlling the projection weapon to move following the second virtual joystick.
[0108] S602, in response to the position of the projection weapon after moving satisfying a preset boundary condition, determining movement information of the attack indication information according to the position and orientation of the projection weapon after moving, and controlling the attack indication information to move according to the movement information.
[0109] In combination with S601 and S602, the player operates the second virtual joystick in the second indication area, and the system responds to the player's operation on the second virtual joystick, controls the projection weapon (or the carrier of the projection weapon) to move following the second virtual joystick according to the moving speed and direction of the second virtual joystick. If the position of the projection weapon after moving does not satisfy the preset boundary condition, the virtual camera in the game is kept still, and the current second game scene picture is kept unchanged (that is, the attack indication information in the second game scene picture is also unchanged). Through this control mode, the player can control the carrier of the projection weapon to move without affecting the landing point of the projection weapon, and ensure that the carrier of the projection weapon and the target game character (also carried on the carrier) are not fixed targets in the enemy's field of view.
[0110] Here, the above boundary condition is that the boundary of the invalid drop area of the projection weapon after moving reaches the center position of the current drop range of the projection weapon, wherein the current drop range of the projection weapon is the annular area between the current invalid drop area and the short-range drop area of the projection weapon.
[0111] The first projection aiming control in the embodiments of the present disclosure is for long-distance striking operation of the projection weapon. When the player's carrier is stationary or the battle is relatively relaxed, a single-point
long-range aiming
[0112] In the embodiments of the present disclosure, after the control of the launching of the projection weapon, the game screen in the projection weapon view can also be switched. Further, as shown in FIG. 7a, the method for controlling the projection weapon in the game provided by the embodiments of the present disclosure further includes:
[0113] S701, in response to the successful launching of the projection weapon, displaying a missile trajectory control on the graphical user interface;
[0114] S702, in response to the triggering operation of the missile trajectory control, determining a third game scene screen, and switching the first game scene screen currently displayed on the graphical user interface to the third game scene screen; the third game scene screen is a scene screen in the missile trajectory view.
[0115] In combination with S701-S702, when the missile is successfully launched after the readout of the carrier with the projection weapon, the
missile trajectory
missile trajectory
[0116] After the first game scene screen is switched to the third game scene screen, a rollback control (i.e., the
exit view
exit view
[0117] The above-mentioned method for controlling the projection weapon in the game provided by the embodiments of the present disclosure provides two remote attack modes to improve the experience of the remote attack of the missile in the carrier. One mode is to click the key to call out the map to select the point, and then execute the confirmation to launch the missile. The other mode is the agile point selection and launching during the movement of the carrier. By providing the long-press key execution mapping selection point mode, the finger long-press drag key is used to control the selection of the target point, and the remote missile can be quickly launched when the finger is released after moving to the appropriate point. In this way, the projection weapon can be quickly controlled without blocking the game screen and affecting the in-home related HUD operation for driving the projection weapon, which ensures the continuity of the game operation, improves the efficiency of the game operation, and further improves the human-computer interaction efficiency.
[0118] In order to facilitate the attack on the close-range enemy, a close-range projection selection channel is provided, when the close-range attack is activated, the range projection selection view of the missile is switched, the attack range of the missile is intuitively previewed by dragging the screen, the attack direction of the missile is adjusted, the visual explosion range preview when the close-range missile is launched is strengthened, the enemy position can be captured agilely to launch the missile attack; after the missile is launched, a switching channel of the missile flight attack view is provided, during the switching process to the missile view (without any process), the vehicle can still be controlled to move.
[0119] The control method for projecting weapons in the game provided by the embodiments of the present disclosure solves the problem that it is difficult for the player to operate the missile to attack the close-range or long-range enemy when driving the missile vehicle in the shooting game, the close-range missile view selection attack can effectively avoid the visual obstruction of the large vehicle and effectively attack the close-range enemy, the long-range long-press dragging selection method can ensure that the player drives the vehicle while agilely attacking the long-range enemy, and the attack experience of the missile vehicle is effectively improved. Meanwhile, the missile flight viewing approach is provided, the vehicle / missile view can be switched at any time while the vehicle is operated to view the battlefield, and the operation control of the battlefield is improved.
[0120] Based on the same inventive concept, the second embodiment of the present disclosure also provides a control device for projecting weapons in the game corresponding to the control method for projecting weapons in the game in the first embodiment. Since the principle of solving the problem in the device of the embodiments of the present disclosure is similar to the control method for projecting weapons in the game, the implementation of the device can be referred to the implementation of the method, and the repeated parts will not be described here.
[0121] Referring to FIG. 8, a control device 800 for projecting weapons in the game is provided by the second embodiment of the present disclosure, a graphical user interface of the game is provided by a terminal device to run the game, a first game scene picture of the game is displayed on the graphical user interface, the first game scene picture is a scene picture under the view of a target game character in the game, and the control device comprises:
[0122] A first display module 801 is configured to display a projection aiming control for the projection weapon on the graphical user interface, the projection aiming control comprises a first projection aiming control;
[0123] A second display module 802 is configured to keep the view of the target game character unchanged, display a first selectable map on the graphical user interface, and display a projection control area at the first projection aiming control in response to a first trigger operation of the first projection aiming control; the touch point of the first trigger operation acts in the projection control area, and a position prompt mark is included on the first selectable map, the position prompt mark is mapped with the touch point.
[0124] The first control module 803 is configured to perform control of the position prompt mark following the touch point of the first sliding operation in response to the first sliding operation continuous with the first trigger operation;
[0125] The second control module 804 is configured to perform control of the projection weapon according to the position of the touch point of the first sliding operation in the projection control area.
[0126] Those skilled in the art should understand that the implementation functions of each unit in the game projection weapon control device 800 shown in FIG. 8 can be understood with reference to the foregoing description of the game projection weapon control method. The functions of each unit in the game projection weapon control device 800 shown in FIG. 8 can be implemented by a program running on a processor, or by a specific logic circuit.
[0127] In a possible implementation, the projection control area includes a first virtual joystick limited to move within a first indication area; the first virtual joystick is used to follow the touch point of the first sliding operation; when the first virtual joystick moves, the first optional map position prompt mark follows the first virtual joystick;
[0128] The first indication area includes an invalid control area with a center point of the first indication area as the center and a first threshold as the radius, and the first optional map is a map with the projection weapon as the center and a first projection distance of the projection weapon as the radius; the invalid control area maps a first map area in the first optional map with the projection weapon as the center and a second projection distance of the projection weapon as the radius; the second projection distance is smaller than the first projection distance;
[0129] The first indication area further includes a valid control area other than the invalid control area, and the valid control area maps a second map area in the first optional map other than the first map area.
[0130] In a possible implementation, the second projection distance is determined according to a first set distance of invalid projection of the projection weapon; or, according to a second set distance matched with a field of view range of a target game character; the first set distance is smaller than the second set distance.
[0131] In a possible implementation, the projection control area includes a valid control area and an invalid control area; the second control module 804 controls the projection weapon according to the position of the touch point of the first sliding operation in the projection control area, including:
[0132] If the touch point of the first sliding operation is located in the effective control area of the projection control area, a first target projection point is determined according to the touch point of the first sliding operation, and the projection weapon is controlled to be fired towards the first target projection point;
[0133] If the touch point of the first sliding operation is located in the invalid control area of the projection control area, the projection weapon is controlled to be cancelled to be cast.
[0134] In a possible implementation, the second control module 804 is further configured to perform:
[0135] After the projection weapon is fired or the projection weapon is cancelled to be cast, the first selectable map and the projection control area are cancelled to be displayed.
[0136] In a possible implementation, the graphical user interface further comprises a movement control area, the movement control area comprising a second virtual joystick limited to move within a second indication area; the second control module 804 is further configured to perform:
[0137] In response to a movement control operation on the second virtual joystick, the projection weapon is controlled to follow the second virtual joystick to move, and the first selectable map is updated according to a position of the projection weapon after the movement.
[0138] In a possible implementation, the second control module 804 is further configured to perform:
[0139] In response to a second trigger operation on the first projection aiming control, a first occlusion picture is displayed on the graphical user interface, and a map window is displayed on the first occlusion picture; the map window comprises a second selectable map.
[0140] In response to a selection operation on the second selectable map in the map window, a second target projection point is determined from the second selectable map, so as to fire the projection weapon according to the second target projection point.
[0141] In a possible implementation, a small map window is further displayed on the graphical user interface; the second control module 804 is further configured to perform:
[0142] While the first occlusion picture is displayed on the graphical user interface, the small map window is cancelled to be displayed.
[0143] In a possible implementation, the second control module 804 is further configured to perform:
[0144] While the map window is displayed on the first occlusion picture, a first firing control is further displayed on the first occlusion picture.
[0145] After determining the second target projection point from the second optional map, in response to a triggering operation on the first launching control, the second control module 804 controls the launching of the projection weapon towards the second target projection point.
[0146] In a possible implementation, the map window is further provided with a cancel control, and the second control module 804 is further configured to perform:
[0147] In response to a triggering operation on the cancel control in the map window, the second control module 804 cancels the launching of the projection weapon; or, in response to a cancel operation on a specified region in the graphical user interface, the second control module 804 cancels the launching of the projection weapon.
[0148] In a possible implementation, the projection aiming control further includes a second projection aiming control, and the second control module 804 is further configured to perform:
[0149] In response to a first triggering operation on the second projection aiming control, the second control module 804 switches the first game scene displayed in the graphical user interface to a second game scene; the second game scene is a scene at a third projection distance of the projection weapon in a landing perspective of the projection weapon; the third projection distance is determined according to a second set distance matched with a target game character's field of view range, and the third projection distance is smaller than the first projection distance and larger than a second projection distance determined according to the first set distance.
[0150] The second control module 804 displays attack indication information of the projection weapon in the graphical user interface, and determines a target landing position of the projection weapon from the second game scene through the attack indication information.
[0151] In a possible implementation, the second control module 804 is further configured to perform:
[0152] In response to a second sliding operation on the graphical user interface, the second control module 804 updates a virtual camera orientation in real time according to the second sliding operation to update the second game scene, and determines the target landing position of the projection weapon from the updated second game scene.
[0153] In a possible implementation, the attack indication information includes an aiming indication box and a weapon identifier of the projection weapon in the aiming indication box; the aiming indication box is used to indicate an attack range of the projection weapon, and the weapon identifier is used to indicate the target landing position of the projection weapon.
[0154] In a possible implementation, the second control module 804 is further configured to perform:
[0155] displaying, on the graphical user interface, a projection control control for the projectile weapon while displaying the attack indication information of the projectile weapon on the graphical user interface;
[0156] controlling the projectile weapon according to the projection control control in response to a selection operation on the projection control control.
[0157] In a possible implementation, the projection control control includes a termination firing control and a second firing control; the second control module 804 controls the projectile weapon according to the projection control control in response to a selection operation on the projection control control, including:
[0158] controlling to cancel the casting of the projectile weapon and switching the second game scene picture back to the real-time first game scene picture in response to a selection operation on the termination firing control;
[0159] controlling to fire the projectile weapon and switching the second game scene picture back to the real-time first game scene picture in response to a selection operation on the second firing control.
[0160] In a possible implementation, the graphical user interface further includes a movement control region, and the movement control region includes a second virtual joystick that is limited to move within a second indication region; the second control module 804 is further configured to perform:
[0161] controlling the projectile weapon to move following the second virtual joystick in response to a movement control operation on the second virtual joystick;
[0162] controlling the attack indication information to move according to movement information of the attack indication information and a position and orientation of the projectile weapon after the movement of the projectile weapon in response to the position of the projectile weapon after the movement satisfying a preset boundary condition.
[0163] In a possible implementation, the second control module 804 is further configured to perform:
[0164] displaying a missile trajectory control on the graphical user interface in response to the successful firing of the projectile weapon;
[0165] determining a third game scene picture and switching the first game scene picture currently displayed on the graphical user interface to the third game scene picture in response to a trigger operation on the missile trajectory control; the third game scene picture is a scene picture in a missile trajectory perspective.
[0166] In a possible implementation, the second control module 804 is further configured to perform:
[0167] display a back control on the graphical user interface after switching the first game scene picture to the third game scene picture;
[0168] switch the third game scene picture currently displayed on the graphical user interface to the real-time first game scene picture in response to a triggering operation on the back control.
[0169] The control device for projecting a weapon in the game provided by the embodiments of the present disclosure displays a projection aiming control for the weapon on a graphical user interface, and keeps the current game perspective unchanged by a first triggering operation on a first projection aiming control included in the projection aiming control, displays a first selectable map on the graphical user interface, and displays a projection control area at the first projection aiming control. A touch point of the first triggering operation acts in the projection control area, and the first selectable map includes a position prompt mark that is mapped with the touch point. A first sliding operation that is continuous with the first triggering operation in the projection control area can quickly control the position prompt mark to select a point in the first selectable map, and the position of the touch point of the first sliding operation in the projection control area can control the weapon. The present disclosure can quickly control the weapon without blocking the game picture and affecting related operations, ensure the coherence of game operations, reduce the complexity of game operations, and thus improve the game interaction efficiency.
[0170] As shown in FIG. 9, FIG. 9 is a structural diagram of an electronic device 900 provided by the embodiments of the present disclosure. The electronic device 900 includes:
[0171] The processor 901, the storage medium 902, and the bus 903. The storage medium 902 stores machine readable instructions executable by the processor 901. When the electronic device 900 is running, the processor 901 communicates with the storage medium 902 through the bus 903. The processor 901 executes the machine readable instructions to perform the following method:
[0172] display a projection aiming control for the weapon on the graphical user interface, the projection aiming control including a first projection aiming control;
[0173] keep the target game character perspective unchanged in response to a first triggering operation on the first projection aiming control, display a first selectable map on the graphical user interface, and display a projection control area at the first projection aiming control. A touch point of the first triggering operation acts in the projection control area. The first selectable map includes a position prompt mark that is mapped with the touch point.
[0174] in response to a first sliding operation in the projection control region and continuous with the first trigger operation, the position prompt mark is controlled to follow the touch point of the first sliding operation;
[0175] According to the position of the touch point of the first sliding operation in the projection control region, the projection weapon is controlled.
[0176] In a possible implementation, the projection control region includes a first virtual joystick limited to move within a first indication region; the first virtual joystick is used to follow the touch point of the first sliding operation; when the first virtual joystick moves, the position prompt mark on the first selectable map follows the first virtual joystick;
[0177] The first indication region includes an invalid control region with a center point of the first indication region as a center and a first threshold as a radius; the first selectable map is a map with the projection weapon as a center and a first projection distance of the projection weapon as a radius; the invalid control region maps a first map region in the first selectable map with the projection weapon as a center and a second projection distance of the projection weapon as a radius; the second projection distance is less than the first projection distance.
[0178] The first indication region further includes a valid control region other than the invalid control region; the valid control region maps a second map region in the first selectable map other than the first map region.
[0179] In a possible implementation, the second projection distance is determined according to a first set distance of invalid projection of the projection weapon; or, according to a second set distance matched with a field of view range of a target game character; the first set distance is less than the second set distance.
[0180] In a possible implementation, the projection control region includes a valid control region and an invalid control region; the processor 901 controls the projection weapon according to the position of the touch point of the first sliding operation in the projection control region, including:
[0181] If the touch point of the first sliding operation is located in the valid control region of the projection control region, a first target projection point is determined according to the touch point of the first sliding operation, and the projection weapon is controlled to be launched towards the first target projection point;
[0182] If the touch point of the first sliding operation is located in the invalid control region of the projection control region, the projection weapon is controlled to be cancelled.
[0183] In a possible implementation, the processor 901, when executing the machine readable instructions, further performs the following steps:
[0184] After the launching of the projectile weapon or the canceling of the launching of the projectile weapon, the first selectable map and the projectile control area are hidden.
[0185] In a possible implementation, the graphical user interface further comprises a movement control area, the movement control area comprising a second virtual joystick restricted to move within a second indication area; the processor 901, when executing the machine readable instructions, further performs the following steps:
[0186] In response to a movement control operation on the second virtual joystick, the projectile weapon is controlled to follow the movement of the second virtual joystick, and the first selectable map is updated according to the position of the projectile weapon after the movement.
[0187] In a possible implementation, the processor 901, when executing the machine readable instructions, further performs the following steps:
[0188] In response to a second trigger operation on the first projectile aiming control, a first blocking picture is displayed on the graphical user interface, and a map window is displayed on the first blocking picture; the map window comprises a second selectable map.
[0189] In response to a selection operation on the second selectable map in the map window, a second target projectile point is determined from the second selectable map, so as to launch the projectile weapon according to the second target projectile point.
[0190] In a possible implementation, a small map window is further displayed on the graphical user interface; the processor 901, when executing the machine readable instructions, further performs the following steps:
[0191] While the first blocking picture is displayed on the graphical user interface, the small map window is hidden.
[0192] In a possible implementation, the processor 901, when executing the machine readable instructions, further performs the following steps:
[0193] While the map window is displayed on the first blocking picture, a first launching control is further displayed on the first blocking picture.
[0194] After the second target projectile point is determined from the second selectable map, in response to a trigger operation on the first launching control, the projectile weapon is controlled to be launched towards the second target projectile point.
[0195] In a possible implementation, the map window further comprises a cancel control, and the processor 901, when executing the machine readable instructions, further executes the following steps:
[0196] In response to a triggering operation on the cancel control in the map window, the processor 901 cancels the launching of the projectile weapon; or in response to a cancel operation on the specified region in the graphical user interface, the processor 901 cancels the launching of the projectile weapon.
[0197] In a possible implementation, the projectile aiming control further comprises a second projectile aiming control, and the processor 901, when executing the machine readable instructions, further executes the following steps:
[0198] In response to a first triggering operation on the second projectile aiming control, the processor 901 switches the first game scene displayed in the graphical user interface to a second game scene; the second game scene is a scene at a third projectile distance of the projectile weapon in a landing perspective of the projectile weapon; the third projectile distance is determined according to a second set distance matched with a field of view range of a target game character, and the third projectile distance is smaller than the first projectile distance and larger than a second projectile distance determined according to the first set distance.
[0199] The processor 901 displays attack indication information of the projectile weapon in the graphical user interface, and determines a target landing position of the projectile weapon from the second game scene through the attack indication information.
[0200] In a possible implementation, the processor 901, when executing the machine readable instructions, further executes the following steps:
[0201] In response to a second sliding operation on the graphical user interface, the processor 901 updates a virtual camera orientation in real time according to the second sliding operation to update a second game scene, and determines a target landing position of the projectile weapon from the updated second game scene.
[0202] In a possible implementation, the attack indication information comprises an aiming indication box and a weapon identifier of the projectile weapon in the aiming indication box; the aiming indication box is used to indicate an attack range of the projectile weapon, and the weapon identifier is used to indicate the target landing position of the projectile weapon.
[0203] In a possible implementation, the processor 901, when executing the machine readable instructions, further executes the following steps:
[0204] While the attack indication information of the projectile weapon is displayed in the graphical user interface, the processor 901 further displays a projectile control control for the projectile weapon on the graphical user interface.
[0205] In response to a selection operation on the projection control control, the processor 901 controls the projection weapon according to the projection control control.
[0206] In one possible implementation, the projection control control includes a termination launching control and a second launching control; in response to a selection operation on the projection control control, the processor 901 controls the projection weapon according to the projection control control, including:
[0207] In response to a selection operation on the termination launching control, the processor 901 controls to cancel the launching of the projection weapon and switches the second game scene back to the real-time first game scene.
[0208] In response to a selection operation on the second launching control, the processor 901 controls to launch the projection weapon and switches the second game scene back to the real-time first game scene.
[0209] In one possible implementation, the graphical user interface further includes a movement control region, and the movement control region includes a second virtual joystick that is limited to move within a second indication region; when the processor 901 executes the machine readable instructions, the processor 901 further performs the following steps:
[0210] In response to a movement control operation on the second virtual joystick, the processor 901 controls the projection weapon to move following the second virtual joystick.
[0211] In response to a position of the projection weapon after movement satisfying a preset boundary condition, the processor 901 determines movement information of the attack indication information according to the position and orientation of the projection weapon after movement, and controls the attack indication information to move according to the movement information.
[0212] In one possible implementation, when the processor 901 executes the machine readable instructions, the processor 901 further performs the following steps:
[0213] In response to a successful launching of the projection weapon, the processor 901 displays a missile trajectory control on the graphical user interface.
[0214] In response to a trigger operation on the missile trajectory control, the processor 901 determines a third game scene and switches the first game scene currently displayed on the graphical user interface to the third game scene; the third game scene is a scene in a missile trajectory view.
[0215] In one possible implementation, when the processor 901 executes the machine readable instructions, the processor 901 further performs the following steps:
[0216] After the first game scene is switched to the third game scene, the processor 901 displays a rollback control on the graphical user interface.
[0217] In response to a triggering operation on the rollback control, a third game scene currently displayed by the graphical user interface is switched to a real-time first game scene.
[0218] In actual application, various components in the electronic device 900 are coupled together through the bus 903. It can be understood that the bus 903 is used to realize the connection and communication between the components. In addition to the data bus, the bus 903 also includes a power bus, a control bus, and a status signal bus. However, for the purpose of clear illustration, various buses are marked as the bus 903 in FIG. 9.
[0219] The above electronic device provided by the embodiments of the present disclosure can quickly realize the control of the projection weapon without blocking the game picture and affecting the related operation, guarantee the continuity of the game operation, reduce the complexity of the game operation, and further improve the game interaction efficiency.
[0220] The embodiments of the present disclosure further provide a computer readable storage medium, which stores executable instructions, and when the executable instructions are executed by the at least one processor 901, the following method is realized:
[0221] Display a projection aiming control for the projection weapon on the graphical user interface, the projection aiming control including a first projection aiming control;
[0222] In response to a first triggering operation on the first projection aiming control, keep the target game character view unchanged, display a first selectable map on the graphical user interface, and display a projection control area at the first projection aiming control; the touch point of the first triggering operation acts in the projection control area, and the first selectable map includes a position prompt mark, which is mapped with the touch point;
[0223] In response to a first sliding operation in the projection control area and continuous with the first triggering operation, control the position prompt mark to move with the touch point of the first sliding operation;
[0224] According to the position of the touch point of the first sliding operation in the projection control area, control the projection weapon.
[0225] In a possible implementation, the projection control area includes a first virtual joystick that is limited to move in a first indication area; the first virtual joystick is used to move with the touch point of the first sliding operation; when the first virtual joystick moves, the position prompt mark on the first selectable map moves with the first virtual joystick;
[0226] The first indication area comprises an invalid control area with a center point of the first indication area as a center and a first threshold as a radius, and the first selectable map is a map with the projectile weapon as a center and a first projectile distance of the projectile weapon as a radius; the invalid control area maps a first map area in the first selectable map with the projectile weapon as a center and a second projectile distance of the projectile weapon as a radius; the second projectile distance is smaller than the first projectile distance.
[0227] The first indication area further comprises a valid control area other than the invalid control area, and the valid control area maps a second map area in the first selectable map other than the first map area.
[0228] In a possible implementation, the second projectile distance is determined according to a first set distance of invalid projection of the projectile weapon, or is determined according to a second set distance matched with a field of view range of the target game character; the first set distance is smaller than the second set distance.
[0229] In a possible implementation, the projection control area comprises a valid control area and an invalid control area; and the control of the projectile weapon according to the position of the touch point of the first sliding operation in the projection control area comprises:
[0230] If the touch point of the first sliding operation is located in the valid control area of the projection control area, a first target projection point is determined according to the touch point of the first sliding operation, and the projectile weapon is controlled to be launched towards the first target projection point;
[0231] If the touch point of the first sliding operation is located in the invalid control area of the projection control area, the projectile weapon is controlled to be cancelled to be cast.
[0232] In a possible implementation, the method further comprises:
[0233] After the projectile weapon is launched or the projectile weapon is cancelled to be cast, the first selectable map and the projection control area are cancelled to be displayed.
[0234] In a possible implementation, the graphical user interface further comprises a movement control area, and the movement control area comprises a second virtual joystick limited to move in a second indication area; and the method further comprises:
[0235] In response to a movement control operation on the second virtual joystick, the projectile weapon is controlled to move following the second virtual joystick, and the first selectable map is updated according to a position of the projectile weapon after the movement.
[0236] In a possible implementation, the method further comprises:
[0237] in response to a second trigger operation on the first projection aiming control, displaying a first occlusion picture on the graphical user interface, and displaying a map window on the first occlusion picture; the map window comprising a second selectable map;
[0238] in response to a selection operation on the second selectable map in the map window, determining a second target projection point from the second selectable map, so as to fire the projection weapon according to the second target projection point.
[0239] In a possible implementation, the graphical user interface further displays a small map window; the method further comprises:
[0240] while displaying the first occlusion picture on the graphical user interface, cancel displaying the small map window.
[0241] In a possible implementation, the method further comprises:
[0242] while displaying the map window on the first occlusion picture, further displaying a first firing control on the first occlusion picture;
[0243] after determining the second target projection point from the second selectable map, in response to a trigger operation on the first firing control, controlling to fire the projection weapon towards the second target projection point.
[0244] In a possible implementation, the map window further comprises a cancel control; the method further comprises:
[0245] in response to a trigger operation on the cancel control in the map window, canceling firing the projection weapon; or, in response to a cancel operation on a specified region in the graphical user interface, canceling firing the projection weapon.
[0246] In a possible implementation, the projection aiming control further comprises a second projection aiming control; the method further comprises:
[0247] in response to a first trigger operation on the second projection aiming control, switching the first game scene picture displayed on the graphical user interface to a second game scene picture; the second game scene picture being a scene picture of a third projection distance of the projection weapon under a landing angle of view of the projection weapon; the third projection distance being determined according to a second set distance matched with a target game character field of view range, the third projection distance being smaller than the first projection distance and larger than a second projection distance determined according to the first set distance;
[0248] display attack indication information of the projectile weapon in the graphical user interface, and determine a target landing position of the projectile weapon from the second game scene picture according to the attack indication information.
[0249] In a possible implementation, the method further includes:
[0250] In response to a second sliding operation on the graphical user interface, updating a virtual camera orientation in real time according to the second sliding operation to update a second game scene picture, and determining a target landing position of the projectile weapon from the updated second game scene picture.
[0251] In a possible implementation, the attack indication information includes: a targeting indication box and a weapon identifier of the projectile weapon in the targeting indication box; the targeting indication box is used to indicate an attack range of the projectile weapon, and the weapon identifier is used to indicate the target landing position of the projectile weapon.
[0252] In a possible implementation, the method further includes:
[0253] While the attack indication information of the projectile weapon is displayed in the graphical user interface, a projectile control control is also displayed on the graphical user interface for the projectile weapon.
[0254] In response to a selection operation on the projectile control control, the projectile weapon is controlled according to the projectile control control.
[0255] In a possible implementation, the projectile control control includes a termination firing control and a second firing control; and in response to the selection operation on the projectile control control, the projectile weapon is controlled according to the projectile control control, including:
[0256] In response to a selection operation on the termination firing control, the projectile weapon is controlled to be cancelled to be cast, and the second game scene picture is switched back to the real-time first game scene picture;
[0257] In response to a selection operation on the second firing control, the projectile weapon is controlled to be fired, and the second game scene picture is switched back to the real-time first game scene picture.
[0258] In a possible implementation, the graphical user interface further includes a movement control region, and the movement control region includes a second virtual joystick that is limited to move within a second indication region; and the method further includes:
[0259] In response to a movement control operation on the second virtual joystick, the projectile weapon is controlled to move following the second virtual joystick.
[0260] In response to the position of the projectile weapon after moving satisfying a preset boundary condition, moving information of the attack instruction information is determined according to the position and orientation of the projectile weapon after moving, and the attack instruction information is controlled to move according to the moving information.
[0261] In a possible implementation, the method further includes:
[0262] In response to successfully launching the projectile weapon, a missile trajectory control is displayed on the graphical user interface.
[0263] In response to a triggering operation on the missile trajectory control, a third game scene picture is determined, and the first game scene picture currently displayed on the graphical user interface is switched to the third game scene picture; the third game scene picture is a scene picture in a missile trajectory view.
[0264] In a possible implementation, the method further includes:
[0265] After the first game scene picture is switched to the third game scene picture, a rollback control is displayed on the graphical user interface.
[0266] In response to a triggering operation on the rollback control, the third game scene picture currently displayed on the graphical user interface is switched to the real-time first game scene picture.
[0267] In the embodiments of the present disclosure, the computer program, when executed by the processor, can also execute other machine-readable instructions to perform the methods described in other embodiments. For details of the method steps and principles, refer to the description of the embodiments, which will not be described in detail here.
[0268] The storage medium provided in the embodiments of the present disclosure can quickly realize the control of the projectile weapon without blocking the game picture and affecting the related operation, ensures the coherence of the game operation, reduces the complexity of the game operation, and further improves the game interaction efficiency.
[0269] In some embodiments, the storage medium can be a ferromagnetic random access memory (FRAM), a read only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), a flash memory, a magnetic surface storage, an optical disc, or a compact disc read-only memory (CD-ROM), and the like. It can also be various devices including one or any combination of the above memories.
[0270] In some embodiments, the executable instructions can be in the form of programs, software, modules, scripts, or code, written in any form of programming language, including compiled or interpreted languages, or declarative or procedural languages, and can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0271] By way of example, the executable instructions can, but need not, correspond directly with a file in a file system, can be stored in a portion of a file that holds other programs or data, e.g., one or more scripts stored in a hypertext markup language (HTML) document, in a single file dedicated to the program in question, or in multiple coordinated files, e.g., files that store one or more modules, sub programs, or portions of code.
[0272] By way of example, the executable instructions can be stored on the storage medium of a stand-alone device or within a device that employs the storage medium, e.g., a server computer, a client computer, or a desktop, laptop or other platforms operating systems or computers or the like. As one specific example, the executable instructions can be programmed into ROM. The storage medium can be removable from the stand-alone device or device employing such storage medium.
[0273] Those skilled in the art can clearly understand the specific working process of the system and the device described above for the convenience and brevity of description, and the corresponding process in the method embodiment can be referred to, and will not be repeated in the disclosure. In several embodiments provided in the disclosure, it should be understood that the disclosed system, device and method can be implemented in other ways. The above-described device embodiments are only schematic, for example, the division of the modules is only a logical function division, and the actual implementation can have another division manner, for example, a plurality of modules or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the shown or discussed mutual elements can be indirect coupling or communication connection through some communication interfaces, devices or modules, and can be electrical, mechanical or other forms.
[0274] The modules described as separate components can or can not be physically separated, and the components shown as modules can or can not be physical units, i.e. can be located in one place, or can be distributed to a plurality of network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.
[0275] In addition, the functional units in each embodiment of the disclosure can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit.
[0276] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solutions of the disclosure essentially or the part of the prior art or the part of the technical solutions can be embodied in the form of a software product, which is stored in a storage medium and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the flight control method described in the embodiments of the disclosure. The foregoing storage medium includes: U disk, mobile hard disk, ROM, RAM, magnetic disk or optical disk, and various storage program codes.
[0277] The above is only a specific embodiment of the disclosure, but the protection scope of the disclosure is not limited thereto, and any person skilled in the art can easily think of changes or replacements within the technical range disclosed in the disclosure, which should be covered in the protection scope of the disclosure. Therefore, the protection scope of the disclosure should be subject to the protection scope of the claims.
Claims
A control method of a projection weapon in a game, a terminal device provides a graphical user interface of running the game, a first game scene picture of the game is displayed on the graphical user interface, the first game scene picture is a scene picture under a target game character's perspective in the game; the method comprises: displaying a projection aiming control on the graphical user interface for the projection weapon, the projection aiming control comprises a first projection aiming control; in response to a first trigger operation for the first projection aiming control, keeping the target game character's perspective unchanged, displaying a first selectable map on the graphical user interface, and displaying a projection control area at the first projection aiming control; a touch point of the first trigger operation acts in the projection control area, the first selectable map comprises a position prompt mark, and the position prompt mark is mapped with the touch point; in response to a first sliding operation in the projection control area continuous with the first trigger operation, controlling the position prompt mark to move following the touch point of the first sliding operation; controlling the projection weapon according to the position of the touch point of the first sliding operation in the projection control area. The control method of projecting a weapon in a game according to claim 1, wherein, the projection control area comprises a first virtual joystick limited to move in a first indication area; the first virtual joystick is used to move following the touch point of the first sliding operation; when the first virtual joystick moves, the position prompt mark on the first selectable map moves following the first virtual joystick; the first indication area comprises an invalid control area with a center point of the first indication area as a center and a first threshold as a radius; the first selectable map is a map with the projection weapon as a center and a first projection distance of the projection weapon as a radius; the invalid control area maps a first map area in the first selectable map with the projection weapon as a center and a second projection distance of the projection weapon as a radius; the second projection distance is smaller than the first projection distance; the first indication area further comprises a valid control area other than the invalid control area, and the valid control area maps a second map area in the first selectable map other than the first map area. The control method of projecting a weapon in a game according to claim 2, wherein, the second projection distance is determined according to a first set distance of invalid projection of the projection weapon; or, determined according to a second set distance matched with a target game character's field of view range; the first set distance is smaller than the second set distance. The control method of projecting a weapon in a game according to claim 1, wherein, the projection control area comprises a valid control area and an invalid control area; the controlling the projection weapon according to the position of the touch point of the first sliding operation in the projection control area comprises: if the touch point of the first sliding operation is located in the valid control area of the projection control area, determining a first target projection point according to the touch point of the first sliding operation, and controlling the projection weapon to be launched towards the first target projection point; if the touch point of the first sliding operation is located in the invalid control area of the projection control area, controlling the projection weapon to be cancelled. The control method of projecting a weapon in a game according to claim 1, wherein, the method further comprises: After the projectile weapon is launched or the launching of the projectile weapon is cancelled, the first selectable map and the projectile control region are hidden. The control method of projecting a weapon in a game according to claim 1, wherein, The graphical user interface further comprises a movement control region including a second virtual joystick that is restricted to move within a second indication region; the method further comprises: In response to a movement control operation on the second virtual joystick, the projectile weapon is controlled to follow the second virtual joystick to move, and the first selectable map is updated according to the position of the projectile weapon after the movement. The control method of projecting a weapon in a game according to claim 1, wherein, The method further comprises: In response to a second trigger operation on the first projectile aiming control, a first blocking picture is displayed on the graphical user interface, and a map window is displayed on the first blocking picture; the map window comprises a second selectable map; In response to a selection operation on the second selectable map in the map window, a second target projectile point is determined from the second selectable map, so that the projectile weapon is launched according to the second target projectile point. The control method of projecting a weapon in a game according to claim 7, wherein, A mini-map window is further displayed on the graphical user interface; The method further comprises: While the first blocking picture is displayed on the graphical user interface, the mini-map window is hidden. The control method of projecting a weapon in a game according to claim 7, wherein, The method further comprises: While the map window is displayed on the first blocking picture, a first launching control is further displayed on the first blocking picture; After the second target projectile point is determined from the second selectable map, in response to a trigger operation on the first launching control, the projectile weapon is controlled to be launched towards the second target projectile point. The control method of projecting a weapon in a game according to claim 7, wherein, The map window further comprises a cancel control, and the method further comprises: In response to a trigger operation on the cancel control in the map window, the launching of the projectile weapon is cancelled; or in response to a cancel operation on a specified region in the graphical user interface, the launching of the projectile weapon is cancelled. The control method of projecting a weapon in a game according to claim 1, wherein, The projectile aiming control further comprises a second projectile aiming control; the method further comprises: In response to a first trigger operation on the second projectile aiming control, a first game scene picture displayed on the graphical user interface is switched to a second game scene picture; the second game scene picture is a scene picture of a third projectile distance of the projectile weapon under a landing angle of view of the projectile weapon; the third projectile distance is determined according to a second set distance matched with a target game character field of view, the third projectile distance is smaller than the first projectile distance and larger than a second projectile distance determined according to the first set distance; Attack indication information of the projectile weapon is displayed on the graphical user interface, and a target landing position of the projectile weapon is determined from the second game scene picture through the attack indication information. The control method of projecting a weapon in a game according to claim 11, wherein, The method further comprises: In response to a second sliding operation on the graphical user interface, a virtual camera orientation is updated in real time according to the second sliding operation to update the second game scene picture, and a target landing position of the projectile weapon is determined from the updated second game scene picture. The control method of projecting a weapon in a game according to claim 11, wherein, The attack indication information comprises: a targeting indication box and a weapon identifier of the projectile weapon located in the targeting indication box; the targeting indication box is used for indicating an attack range of the projectile weapon, and the weapon identifier is used for indicating a target landing position of the projectile weapon. The control method of projecting a weapon in a game according to claim 11, wherein, The method further comprises: displaying, in the graphic user interface, attack indication information of the projectile weapon, and simultaneously displaying, on the graphic user interface, a projectile control control for the projectile weapon; in response to a selection operation on the projectile control control, controlling the projectile weapon according to the projectile control control. The control method of projecting a weapon in a game according to claim 14, wherein, The projectile control control comprises a termination launching control and a second launching control; and the response to the selection operation on the projectile control control to control the projectile weapon according to the projectile control control comprises: in response to a selection operation on the termination launching control, controlling to cancel the deployment of the projectile weapon and switching the second game scene picture back to the real-time first game scene picture; in response to a selection operation on the second launching control, controlling to launch the projectile weapon and switching the second game scene picture back to the real-time first game scene picture. The control method of projecting a weapon in a game according to claim 11, wherein, The graphic user interface further comprises a movement control area, and the movement control area comprises a second virtual joystick which is limited to move within a second indication area; the method further comprises: in response to a movement control operation on the second virtual joystick, controlling the projectile weapon to move following the second virtual joystick; in response to a position of the projectile weapon after movement satisfying a preset boundary condition, determining movement information of the attack indication information according to the position and orientation of the projectile weapon after movement, and controlling the attack indication information to move according to the movement information. The control method of projecting a weapon in a game according to claim 1 or 7 or 11, wherein, The method further comprises: in response to the successful launching of the projectile weapon, displaying a missile trajectory control on the graphic user interface; in response to a trigger operation on the missile trajectory control, determining a third game scene picture and switching the first game scene picture currently displayed on the graphic user interface to the third game scene picture; the third game scene picture is a scene picture in a missile trajectory perspective. The control method of projecting a weapon in a game according to claim 17, wherein, The method further comprises: after switching the first game scene picture to the third game scene picture, displaying a rollback control on the graphic user interface; in response to a trigger operation on the rollback control, switching the third game scene picture currently displayed on the graphic user interface to the real-time first game scene picture. A control device for projecting a weapon in a game, a terminal device provides a graphical user interface for running the game, and a first game scene picture of the game is displayed on the graphical user interface, and the first game scene picture is a scene picture under a perspective of a target game character in the game. The control device comprises: a first display module configured to execute display of a projectile targeting control for the projectile weapon on the graphic user interface, and the projectile targeting control comprises a first projectile targeting control; The second display module is configured to perform the following operations in response to a first trigger operation on the first projection aiming control: keeping the target game character view unchanged, displaying a first selectable map on the graphical user interface, and displaying a projection control area at the first projection aiming control; the touch point of the first trigger operation acts on the projection control area, and the first selectable map includes a position prompt mark mapped with the touch point; The first control module is configured to perform the following operation in response to a first sliding operation on the projection control area continuously after the first trigger operation: controlling the position prompt mark to follow the touch point of the first sliding operation; The second control module is configured to perform the following operation according to the position of the touch point of the first sliding operation in the projection control area: controlling the projection weapon. An electronic device, comprising: A processor, a storage medium, and a bus, the storage medium stores machine readable instructions executable by the processor, when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine readable instructions to perform the control method of the projection weapon in the game according to any one of claims 1 to 18. A computer readable storage medium, the computer readable storage medium stores a computer program, and the computer program performs the control method of the projection weapon in the game according to any one of claims 1 to 18 when the computer program is run by a processor.
Citation Information
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