Virtual Object Shooting Control with Locking and Under-Attack Areas

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Solution Overview

Problem

In shooting games, users face inconvenience in simultaneously performing shooting and adjusting the viewing angle due to the need for long-press operations on shooting buttons and additional control operations.

Innovation Solution

A method and apparatus for controlling virtual object shooting, which involves determining a locking area and under-attack area, displaying locking complete information, and enabling automatic shooting when the aiming point remains within the locking area for a target duration and enters the under-attack area, allowing for automatic targeting and shooting without continuous user input.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a long-press operation on the shooting button is used to control shooting, then the shooting function can be activated, but the user cannot simultaneously perform other control operations such as adjusting viewing angle

Engineering Contradiction:
Improveshooting controlVSAvoidsimultaneous control operations
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary locking of the target object before the actual shooting action. When the aiming point remains within the locking area for the target duration, the system pre-establishes the shooting target and prepares the shooting state, allowing the user to subsequently perform other operations without affecting the locked shooting function

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The shooting control is segmented into distinct functional areas: a locking area for target acquisition and an under-attack area for actual shooting. This spatial segmentation allows different control modes to operate independently, enabling the user to lock a target in one area while performing other operations, and the system will automatically execute shooting when the aiming point enters the under-attack area

Inventive Principle:
Principle #1Segmentation

2Extent of automation

If automatic shooting is enabled based on locking area, then shooting automation is improved, but the risk of accidental shooting increases

Engineering Contradiction:
Improveautomatic shootingVSAvoidshooting accuracy control
Core Design Contradiction:
Extent of automationVSReliability

Solution Approach 1:

The system implements a two-stage process: first locking the target when the aiming point remains in the locking area for the target duration, then requiring the aiming point to enter the smaller under-attack area to trigger actual shooting. This preliminary locking action allows the system to prepare for automatic shooting while maintaining user control through the additional under-attack area verification

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The locking area and under-attack area are designed with different size qualities and functional properties. The locking area is larger to facilitate easy target acquisition, while the under-attack area is smaller to provide precise shooting control. This local quality differentiation enables automatic shooting preparation in the locking area while maintaining reliability through the more restrictive under-attack area trigger condition

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11351452B2Method and apparatus for controlling shooting of virtual object, electronic device, and storage medium
Publication Date: 2022.06.07 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US11351452B2 patent drawing
  • US11351452B2 patent drawing
  • US11351452B2 patent drawing

AI summary

Provided is a method for controlling shooting of a virtual object, including: obtaining a locking area of a first virtual object in a virtual scene; based on determining that an aiming point of a second virtual object being within the locking area for a target duration, displaying locking complete information at a position of the aiming point in the locking area, the locking complete information indicating that locking of the first virtual object is completed; and controlling automatic shooting of the second virtual object on the first virtual object, of which locking is completed, based on the aiming point being located in an under-attack area of the first virtual object, a size of the under-attack area being less than a size of the locking area.