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CN114011051B - Control method, medium and equipment for virtual sight in shooting game - Google Patents

Control method, medium and equipment for virtual sight in shooting game Download PDF

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Publication number
CN114011051B
CN114011051B CN202111299720.9A CN202111299720A CN114011051B CN 114011051 B CN114011051 B CN 114011051B CN 202111299720 A CN202111299720 A CN 202111299720A CN 114011051 B CN114011051 B CN 114011051B
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China
Prior art keywords
virtual
target
shooting
sight
virtual sight
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Application number
CN202111299720.9A
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CN114011051A (en
Inventor
邓智
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111299720.9A priority Critical patent/CN114011051B/en
Publication of CN114011051A publication Critical patent/CN114011051A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The invention provides a control method of a virtual sight in shooting games, which enables a game user to quickly switch the virtual sight from one shooting target to another shooting target by operating a target switching control under the condition of starting a game picture of a virtual sighting device by creating and displaying target switching controls associated with a plurality of shooting targets, and omits the operation of manually sliding a touch screen by the user to drag the virtual sight. By implementing the embodiments of the control method of the virtual sight in the shooting game, the control efficiency of the virtual sight in the shooting game and the accuracy of the virtual sight when the virtual sight is switched to aim at the target can be improved, and the user experience is integrally improved. Correspondingly, the invention also provides a medium and equipment related to the control method of the virtual sight in the shooting game.

Description

Control method, medium and equipment for virtual sight in shooting game
Technical Field
The invention belongs to the technical field of games, and particularly relates to a control method, medium and equipment of a virtual sight in shooting games.
Background
As the performance of portable terminal devices increases, more and more shooting-type games can be run on the portable terminal devices and man-machine interaction is performed through touch screens of the portable terminals, for example, operations of controlling ballistic pointing and firing of virtual firearms in the shooting-type games are dependent on the touch screens.
Whether a FPS (First-Person shooter viewing) game or a TPS (Third-Person shooter viewing) game, a scene frequently appearing during a game played by a user is a plurality of shootable targets that need to be aimed and attacked by a virtual sighting device, for example, two shootable targets exist, if the user wants to achieve the effect of Shooting the two shootable targets in sequence, the user needs to perform the following sequential operations, that is: opening the virtual sighting device, moving the virtual sighting device, aiming at a first shooting target, firing the virtual sighting device, moving the virtual sighting device again, aiming at a second shooting target, and re-firing the virtual sighting device, wherein the operation related to moving the virtual sighting device is usually sent out by a user by using a finger sliding screen, when the virtual sighting device is not opened, the initial screen view on the touch screen has a view range with a preset size, and the pointing direction of the virtual sighting device can be easily changed by sliding a finger for a short distance on the touch screen by the user; when the virtual sighting device is started, the initial screen view on the touch screen is switched to the enlarged view presented by the virtual sighting device, so that the target which is far away can be zoomed in and enlarged for display, and meanwhile, the view range of the enlarged view is relatively reduced, which means that a user needs to slide fingers on the touch screen for a longer distance to realize the switching of the virtual sighting device from the first target to the second target, the longer-distance finger sliding consumes longer time and increases the misoperation rate, and especially, the accuracy of aiming shooting is reduced in a fast-paced fight shooting game, so that the user experience is poor.
Disclosure of Invention
In order to overcome the above-mentioned drawbacks in the prior art, the present invention provides a method for controlling a virtual sight in a shooting game, the method comprising:
Outputting a computer graphic interface presenting a first visual field state of the player character in the virtual shooting scene on a terminal display screen;
Receiving an instruction for starting a virtual sighting device, switching the first visual field state of the player character into a second visual field state formed after the virtual sighting device is started in the computer graphic interface according to the instruction, and recording target position data of a plurality of shooting targets contained in the virtual shooting scene in the first visual field state;
creating and displaying a target switching control in the computer graphical interface;
Judging whether a shooting target to be locked in the plurality of shooting targets exists in a visual field range defined by the first visual field state;
And if the judgment result is yes, triggering the virtual sight in the second visual field state to move and point to the target which can be shot to be locked, or to the area containing the target which can be shot to be locked, or to the area determined according to the target position data of the target which can be shot to be locked.
According to one aspect of the present invention, the step of triggering the virtual sight in the second view state to move and point to the target to be locked, or to an area containing the target to be locked, or to target position data of the target to be locked, according to the operation of the target switching control includes: after detecting the operation of the target switching control, judging whether the shooting target to be locked is continuously in the visual field range limited by the first visual field state; if the judgment result is yes, triggering the virtual sight to move and point to the target which can be shot and is required to be locked, or to an area containing the target which can be shot and is required to be locked; and if the judgment result is negative, triggering the virtual sight to move and point to an area determined according to the target position data of the shooting target to be locked.
According to another aspect of the present invention, after the switching of the first view state of the player character to the second view state formed after the opening of the virtual scope, the method further includes: recording player position data of the player character; calculating distances between the player character and the plurality of shootable targets according to the player position data and the target position data of each shootable target; and setting the initial position of the virtual sight in the second visual field state according to the distance.
According to another aspect of the present invention, the step of setting the initial position of the virtual sight in the second field of view state in the method includes: triggering the virtual sight to move and point to a shootable target closest to the player character or to an area containing the shootable target closest to the player character.
According to another aspect of the invention, the target position data comprises coordinate values of a center point of a virtual model of the shootable target; the player position data includes coordinate values of a center point of a virtual model of the player character.
According to another aspect of the invention, the target switching control in the method comprises: and each virtual key in the group of virtual keys is mapped with different target position data.
According to another aspect of the invention, the order of arrangement of the positions of the virtual keys in the computer graphical interface in the method is determined according to the distribution positions of the plurality of shooting targets in the virtual shooting scene.
According to another aspect of the invention, the set of virtual keys is centrally displayed on the touch screen in the method.
According to another aspect of the invention, the target switching control in the method comprises: and the virtual key is used for respectively mapping different shooting targets or target position data with a plurality of touch click events bound with the virtual key.
According to another aspect of the invention, the target switching control in the method comprises: and a virtual sliding component, wherein the virtual sliding component is used for respectively mapping different shooting targets or target position data with a plurality of touch sliding events bound by the virtual sliding component.
According to another aspect of the present invention, the operation for the target switching control in the method includes: and aiming at the touch clicking operation and the touch sliding operation of the target switching control.
According to another aspect of the invention, the method wherein the ignitable target comprises: the virtual characters, virtual objects, virtual vehicles, virtual animals, and other virtual interactable targets in the virtual shooting scene are preset to generate feedback events according to hit determination of the virtual firearms in the virtual shooting scene.
According to another aspect of the present invention, if the result of the determination of whether the target to be locked is continuously within the field of view defined by the first field of view state is no, the method further includes: triggering the virtual sight to move and point to an area determined according to target position data of the target which is required to be locked and can be shot according to the operation of the target switching control; or the virtual sight is configured to cease responding to operation of the target switch control.
According to another aspect of the invention, the rate of movement in the method is determined based on the magnification of the virtual sight.
According to another aspect of the invention, the virtual shooting scene in the method is a three-dimensional virtual shooting scene; the virtual sighting telescope is a virtual sighting telescope with magnification.
According to another aspect of the present invention, in the method, the first view state is set in such a manner that a third person calls a viewing angle lens; the second view state is set as a manner of the first-person perspective lens.
Furthermore, the present invention provides one or more computer-readable media storing computer-executable instructions that, when used by one or more computer devices, cause the one or more computer devices to perform a method of controlling a virtual sight in a shooting game as described hereinbefore.
The invention also provides a computer device comprising a memory and a processor, wherein: the memory stores a computer program, and the processor implements the control method of the virtual sight in the shooting game when executing the computer program.
According to the control method of the virtual sight in the shooting game, provided by the invention, by creating and displaying the target switching control associated with the plurality of shooting targets, a game user can quickly switch the virtual sight from one shooting target to the other shooting target by operating the target switching control under the condition of starting the game picture of the virtual sighting device, so that the operation of dragging the virtual sight by manually sliding the touch screen by the user is omitted, the control efficiency of the virtual sight in the shooting game is correspondingly improved, the accuracy of the virtual sight in switching the sighting target is also improved, and the user experience is integrally improved.
Drawings
Other features, objects and advantages of the present invention will become more apparent upon reading of the detailed description of non-limiting embodiments, made with reference to the accompanying drawings, in which:
FIG. 1 is a flow chart of one embodiment of a method of controlling a virtual sight in a shooting game according to the present invention;
FIG. 2 is a flow chart of an alternative embodiment of a method of controlling a virtual sight in a shooting game in accordance with the present invention;
FIG. 3 is a flow diagram of an alternative embodiment of step S500 shown in FIG. 1 or FIG. 2;
fig. 4 to 13 are schematic views of scenes for explaining the principle of the embodiment shown in fig. 1 or 2;
FIG. 14 is a schematic diagram of an exemplary intelligent terminal for implementing the control method of virtual sight in shooting game of the present invention;
The same or similar reference numbers in the drawings refer to the same or similar parts.
Detailed Description
For a better understanding and explanation of the present invention, reference will be made to the following detailed description of the invention taken in conjunction with the accompanying drawings. The invention is not limited to these specific embodiments only. On the contrary, the invention is intended to cover modifications and equivalent arrangements included within the scope of the appended claims.
It should be noted that numerous specific details are set forth in the following detailed description. It will be understood by those skilled in the art that the present invention may be practiced without these specific details. In the following description of various embodiments, well-known principles, structures and components are not described in detail in order to facilitate a salient point of the invention.
Referring to fig. 1, fig. 1 is a schematic flow chart of a specific embodiment of a method for controlling a virtual sight in a shooting game according to the present invention, the method includes:
Step S100, outputting a computer graphic interface presenting a first visual field state of a player character in a virtual shooting scene on a touch screen;
Step S200, receiving an instruction for starting a virtual sighting device, switching the first visual field state of the player character into a second visual field state formed after the virtual sighting device is started in the computer graphical interface according to the instruction, and recording target position data of a plurality of shooting targets contained in the virtual shooting scene in the first visual field state;
step S300, creating and displaying target switching controls associated with the plurality of shooting targets in the computer graphical interface;
step S400, determining whether a target to be locked from among the plurality of targets is present in the field of view defined by the first field of view state, and if yes, executing step S500;
Step S500, according to the operation of the target switching control, triggering the virtual sight in the second view state to move and point to the target that can be shot to be locked, or to the area containing the target that can be shot to be locked, or to the area determined according to the target position data of the target that can be shot to be locked.
In addition, the control method of the virtual sight in the shooting game of fig. 2 provided by the present invention may be implemented as another alternative embodiment shown in fig. 2, which will be described in detail later. In order to more clearly explain the technical principle of the present embodiment, the following explanation of the respective steps shown in fig. 1 or 2 may be referred to in conjunction with appropriate drawings in fig. 4 to 13, and fig. 4 to 13 are schematic views for explaining the principle of the embodiment shown in fig. 1 or 2.
The control method of the virtual sight in the shooting game provided by the invention is typically suitable for an application scene of the shooting game running on the terminal equipment provided with the touch screen. Typically, the terminal device configured with the touch screen includes, but is not limited to: portable computers, desktop workstations, smartphones, tablet computers, smart televisions, and wearable smart devices. In order to support the normal operation of the virtual scene editor, the terminal operating system running on the terminal device is any one or a combination of Windows, iOS, android, symbian, windows Mobile, maemo, webOS, palm OS, or Blackberry OS, for example.
In step S100, a first view state of a player character in a virtual shooting scene is presented in the computer graphical interface output on the touch screen, where the virtual shooting scene may be a virtual scene simulating a real-world landscape, a virtual scene combining a simulated landscape and a fictive landscape, or a virtual scene formed entirely by a fictive landscape. The virtual scene may be a two-dimensional virtual scene or a three-dimensional virtual scene. Typically, in this embodiment, the virtual scene is a three-dimensional virtual shooting scene, which may be generated via a game engine rendering. The player character refers to a virtual character, such as a virtual soldier, controlled by a game user. As will be appreciated by those skilled in the art, during the course of game play, the first field of view state of the player character determines the depth of field, line of sight, field of view of the virtual shooting scene currently displayed on the touch screen. Referring to fig. 4, a computer graphic interface 20 is output on the touch screen 10 of the terminal device, and the computer graphic interface 20 presents a first view state of a player character in a virtual shooting scene as shown in fig. 4, where the virtual shooting scene includes a virtual landscape of ground, sky, road, tree, etc., and the player character operated by a game user can move in the virtual design scene. Meanwhile, the virtual shooting scene presented by the computer graphic interface 20 also includes a plurality of shooting targets, such as shooting targets 201, 202 and 203 in fig. 4. It should be noted that, although the target is represented in fig. 4, it is well known to those skilled in the art that the target does not merely refer to the fixed and immovable target shown in fig. 4, and specifically, the target includes: the virtual characters, virtual objects, virtual vehicles, virtual animals, and other virtual interactable targets in the virtual shooting scene are preset to generate feedback events according to hit determination of the virtual firearms in the virtual shooting scene. Wherein the virtual character and the virtual animal are, for example, game characters controlled by other game users, or artificial intelligence characters controlled by computer programs, non-player characters, etc. set in a game program; the virtual carrier is a vehicle, an aircraft, a ship and the like which are arranged in a game program and can be operated by a game user; the virtual objects and the virtual interactable targets are typically environmental elements placed in the virtual shooting scene set in a game program, such as buildings, explosives, etc. that can produce corresponding destructive animation effects, explosive animation effects according to a hit determination of the virtual firearm.
In step S200, the virtual sighting telescope refers to a virtual sighting telescope corresponding to a virtual firearm held by the player character, and the virtual sighting telescope is, for example, a virtual sighting telescope with a magnification. The subject receiving the instruction to turn on the virtual address is typically a game program of a shooting game, the instruction typically being triggered by a game user operating a control in the computer graphical interface. Accordingly, the game program changes the game screen displayed in the computer graphic interface according to the instruction, that is, switches the first view state of the player character in the computer graphic interface to a second view state formed after the virtual sighting device is turned on according to the instruction, and uses the virtual sighting device as an example to describe that when the player character shown in fig. 4 is in the first view state, a virtual shooting scene completely containing the shooting targets 201, 202 and 203 is presented on the touch screen 10, and referring to fig. 4, the second view state is that the player character enlarges a part of the virtual shooting scene shown in fig. 4, specifically, enlarges an area where the shooting target 201 is located through an optical enlarged pattern simulated by the virtual sighting device 30. Further, in step S200, target position data of a plurality of shootable targets included in the virtual shooting scene in the first visual field state, for example, target position data of the shootable targets 201, 202, and 203 shown in fig. 4, are recorded in parallel while the instruction to turn on the virtual sighting piece is detected.
In step S300, in order to achieve a fast switch between the shootable targets, target switch controls associated with the plurality of shootable targets are created and displayed in the computer graphical interface. Typically, the target-switching control comprises a set of virtual keys, each of the virtual keys of the set of virtual keys mapping a different one of the target position data. Referring to fig. 5, the set of virtual keys is made up of virtual keys 401, 402, and 403, wherein virtual key 401 is associated with the shootable target 201, virtual key 402 is associated with the shootable target 202, and virtual key 403 is associated with the shootable target 203. Preferably, the set of virtual keys is centrally displayed on the touch screen 10.
Since it has been explained that the shootable targets are not stationary, it will be understood by those skilled in the art that both the movement of the shooter targets themselves and the movement of the player character in the virtual shooting scene may result in a change of the field of view defined by the first viewing angle state of the player character, which makes it possible that the shootable targets are not included in the field of view defined by the first viewing angle state of the player character after the step S300 is performed, and obviously, if one of the shootable targets is no longer present in the field of view defined by the first viewing angle state of the player character, that is, a shootable target which cannot be seen appears, the virtual aiming tool is set to be able to continue to switch to the shooting target which cannot be seen in the foregoing due to the game balance consideration and the algorithm sampling complexity of the game program. In step S400, it is determined whether a target to be locked out from the plurality of targets exists within the field of view defined by the first field of view state. The targets that need to be locked are typically specified by the game user, and the step of monitoring the specified trends may be designed to be accomplished in accordance with the operation of the target switching control by the game user. Referring to fig. 4, the touch screen 10 has already presented the second visual field state formed after the virtual sighting telescope 30 is turned on, that is, the virtual sighting telescope 30 is used to observe the shootable target 201, after the shooting of the shootable target 201 is completed, the game user intends to quickly switch the virtual sight 300 of the virtual sighting telescope 30 to another shootable target, for example, to the shootable target 202 shown in fig. 4, at this time, the shootable target 202, that is, the shootable target to be locked in step S400, please refer to fig. 6, the game user clicks the virtual key 402 associated with the shootable target 202, after the virtual key 402 receives the touch operation, the background of the game program starts to determine whether the shootable target 202 exists in the visual field range defined by the first visual field state, and if the shootable target 202 does not generate a displacement or the player character does not generate a displacement, the shootable target 202 still exists in the visual field range defined by the first visual field state as shown in fig. 4.
In this embodiment, it is considered that the shootable target 202 still exists in the visual field range defined by the first visual field state as shown in fig. 4, when the determination result in step S400 is yes, step S500 is performed, that is, according to the operation for the target switching control, the virtual sight in the second visual field state is triggered to move and point to the shootable target to be locked, or point to the area containing the shootable target to be locked. Referring to fig. 6 to 7, when a game user makes a touch operation with respect to a virtual key 402, a virtual sight 300 of a virtual sighting telescope 30 is directed to a shootable target 201; when the virtual key 402 receives the touch operation, the virtual sight 300 of the virtual sighting telescope 30 is triggered to move and point to the shooting target 202, and accordingly, the optical magnification pattern simulated by the virtual sighting telescope 30 enlarges the area around the shooting target 202. Similarly, if at this point the game user desires to designate the shootable target 203 as the target to be locked, knowing that the shootable target 203 is associated with a virtual key 403, the virtual key 403 can be clicked to move and point the virtual sight 300 of the virtual scope 30 to the shootable target 203.
Of course, the implementation of the target switch control is not limited to the set of virtual buttons shown in fig. 5 to 7, please refer to fig. 8, and in the embodiment shown in fig. 8, the target switch control is implemented as one virtual button 404, and the multiple touch click events bound to the virtual button 404 map different targets or the target position data, respectively. An intuitive typical scenario is: when a series of clicking operations are issued for the virtual key 404, the moving direction of the virtual sight is determined according to a predetermined logic in a certain order (for example, a default order from left to right) so as to switch the target to which the virtual sight is aimed. This exemplary scenario is illustrated in fig. 9 and 10, where in fig. 9, the virtual sight 300 is pointed at the shootable target 201, and when the user clicks the virtual key 404, the touch click event bound by the virtual key 404 triggers the pointing focus of the virtual sight 300 to shift to the right, from pointing at the shootable target 201 to pointing at the shootable target 202 as illustrated in fig. 10. If the user clicks the virtual key 404 again, the virtual sight 300 is moved further to the left to point to the shootable target 203, so that switching between the shootable targets 201 to 203 is achieved with only one virtual key 404.
Referring to fig. 11, in the embodiment shown in fig. 11, the target switching control is implemented as a virtual sliding component composed of a virtual slider 405 and a virtual slide rail 406, and the multiple touch sliding events bound to the virtual sliding component map different targets that can be shot or the target position data respectively. For example, as shown in fig. 12, when the user issues a rightward touch sliding operation in the direction of arrow a with respect to the virtual slider 405, the virtual slider 405 moves rightward along the virtual slide rail 406 accordingly, and at this time, the rightward touch operation bound to the virtual slider 405 triggers the pointing focus of the virtual sight 300 to shift rightward, changing from pointing to the shootable target 201 to pointing to the shootable target 202 as shown in fig. 13. If the user desires to switch the pointing focus of the virtual sight 300 to the shootable target 201 or 203, the virtual slider 405 may be operated to move left along the virtual slide rail 406, so that the pointing focus of the virtual sight 300 may be redirected to the shootable target 201 or further directed to the shootable target 203 along with the displacement of the virtual slider 405. In particular, implementing the target switching control as a virtual slider component reduces the rate of false operations.
Because the invention does not limit the interactive style of the target switching control uniquely, the operation for the target switching control can correspondingly comprise touch clicking operation and touch sliding operation, and the specific implementation of selecting one of the two operations is determined by the interactive style of the target switching control.
As described above, in step S500, there are three schemes for determining the final pointing position of the virtual sight, in the first scheme, the virtual sight is moved and pointed to the target to be locked, which can directly aim the virtual sight at the target to be locked, and when the type of the target to be locked is a player character controlled by other game users, the effect of auxiliary aiming is greatly enhanced, but the arrangement is not suitable for all games, especially in shooting games with the aim of fighting, which may damage the balance of shooting games, resulting in a reduced user experience; Therefore, in the second scheme, the virtual sight in the second view state is moved and directed to the area containing the target to be locked, and on the basis, if the game user needs to successfully hit the target to be locked to achieve the virtual firearm to generate the judgment injury, the position of the virtual sight needs to be further fine-tuned, and the scheme can ensure the user experience without greatly damaging the balance of the shooting game. In addition, in a third aspect different from the above two aspects, the virtual sight moves and points to an area determined by target position data of the target to be locked, the reason why the third aspect is designed is that, in the case where the second view state is on, if the target to be locked moves and once disappears within a view range defined by the first view state after the target switching control has been created, before a game user issues an operation for the target switching control, the target to be locked reappears within the view range defined by the first view state, One typical scenario is: the target to be locked may disappear in the field of view defined by the first field of view state, reenter the field of view defined by the first field of view state, for example, after the virtual sighting device is opened, the target to be locked enters a certain building, so as to deviate from the field of view defined by the first field of view state, then, the target to be locked leaves the building again, and reappears in the field of view defined by the first field of view state, where the reappearance position may be the same as or different from the position before disappearance, if the virtual sight is still moved and pointed to the target to be locked or the area containing the target to be locked by the operation of the target switching control, The logical event that the target to be locked once disappears from the view defined by the first view state, i.e. the fact that the target to be locked can always be tracked globally by the virtual sight after the target switch control is created, is not taken into account at all, which will greatly affect the balance of the shooting game, and thus, in the third scheme, the virtual sight is moved and directed to the area determined by the target position data of the target to be locked, i.e. to the position of the target to be locked recorded in step S200 or the vicinity thereof. Therefore, the third scheme is selected to be implemented, so that operability of the target switching control is guaranteed, balance of the shooting game is not damaged, and user experience is reduced.
Referring to fig. 2, fig. 2 is a schematic flow chart of an alternative embodiment of a method for controlling a virtual sight in a shooting game according to the present invention, which is different from the embodiment shown in fig. 1 in that, after the step S200 of performing the process of switching the first view state of the player character to the second view state formed after the virtual sight is turned on, the alternative embodiment shown in fig. 2 further includes:
Step S201, recording player position data of the player character;
Step S202, respectively calculating the distances between the player character and the shooting targets according to the player position data and the target position data of each shooting target;
Step S203, setting an initial position of the virtual sight in the second view state according to the distance.
Specifically, step S201 may be performed in parallel with the process of recording the target position data of the plurality of shootable targets contained in the virtual shooting scene in the first visual field state in step S200. Typically, the target position data includes coordinate values of a center point of a virtual model of the shootable target, and the player position data includes coordinate values of a center point of a virtual model of the player character.
When both the player position data and the target position data are recorded, the distances between the player character and the plurality of shootable targets can be easily calculated from the player position data and the target position data of each of the shootable targets, respectively, in step S202. Typically, the distance may be derived by calculating the length of the line connecting the center point of the virtual model of the player character and the center point of the virtual model of the shootable target. After the step S202 is executed, the distance relationship between the player character and the plurality of shooting targets is determined, and the step S203 is further executed, where the initial position of the virtual sight in the second view state, that is, the position at which the virtual sight is pointed by default after the virtual sight is set to be turned on, is set. In general, the objects that can be shot closer to each other are considered to have a higher threat in the shooting game and thus are objects that are shot preferentially, and in a preferred embodiment, the step of setting the initial position of the virtual sight in the second view state includes: triggering the virtual sight to move and point to a shootable target closest to the player character or to an area containing the shootable target closest to the player character. Referring to fig. 4 and 5, it is apparent that the shootable target 201 is closest to the player character among the shootable targets 201, 202 and 203 shown in fig. 4, and thus when the field of view of the player character is switched from the first field of view state shown in fig. 4 to the second field of view state shown in fig. 5, the virtual sight 30 is turned on, and the virtual sight of the virtual sight 30 is moved and directed to the shootable target 201.
On the other hand, the alternative embodiment shown in fig. 2 is different from the embodiment shown in fig. 1 in that, when the result of the determination in step S400 is no, the method is performed in the alternative from step S501 and step S502, where:
Step S501, according to the operation of the target switching control, triggering the virtual sight to move and point to an area determined according to the target position data of the target that can be shot to be locked;
in step S502, the virtual sight is set to stop responding to the operation for the target switching control.
Specifically, in the case where the target to be locked disappears from the view range defined by the first view state because the target to be locked moves, the result of the determination in step S400 is no, and execution of step S501 is preferentially selected. Therefore, the virtual sight can be made to be as close to the area where the shooting target to be locked is located for the last time as possible, so that the aiming difficulty of the shooting game is reduced.
In the case where the target to be locked disappears from the view defined by the first view state due to the movement of the player character itself, the result of the determination in step S400 is no, and execution of step S502 is preferentially selected. The reason for this is that the target to be locked may not be moved, and accordingly the coordinate position of the target to be locked is not changed, and if the virtual aiming at the target to be locked can still be automatically aligned, an imbalance in the game may be caused.
In the foregoing description of fig. 1, three schemes of determining the final pointing position of the virtual sight in step S500 have been explained, and whether the step S500 shown in fig. 1 or fig. 2 is preferably implemented as an alternative embodiment shown in fig. 3, please refer to fig. 3, fig. 3 is a schematic flow diagram of an alternative embodiment of the step S500 shown in fig. 1 or fig. 2, and the step S500 includes the following steps:
Step S510, after detecting the operation of the target switching control, determining whether the target to be locked is continuously within the view field range defined by the first view field state, if yes, executing step S520, and if not, executing step S530;
Step S520, triggering the virtual sight to move and point to the target to be locked or to the area containing the target to be locked;
Step S530, triggering the virtual sight to move and point to an area determined according to the target position data of the target that can be shot to be locked.
Obviously, on the premise that the target to be locked is continuously within the field of view defined by the first field of view state, performing step S520 is implementing the first scheme and the second scheme for determining the final pointing position of the virtual sight as described above; when the target to be locked is not continuously located within the field of view defined by the first field of view state, the third scheme of determining the final pointing position of the virtual sight is implemented in step S530, which meets the balance requirement and normal logic of the shooting game design.
It will be appreciated by those skilled in the art that the scene diagrams shown in fig. 4 to 13 are each illustrated using static frames of a virtual shooting scene presented in the computer graphical interface 20, but this does not mean that the movement of the virtual sight is instantaneous, but rather that the movement of the virtual sight, while automatically controlled by a game program in accordance with the operation of the target switching control, is preferably designed to have the same or similar animation effect as when operated manually, and preferably the rate of movement is determined in accordance with the magnification of the virtual sight 30. In further embodiments, the parameter of the movement may also be related to a preset performance of the virtual firearm corresponding to the player character.
In addition, in the scene diagrams shown in fig. 4 to 13, the description is given by way of the first-person view angle lens, but this does not mean that the control method of the virtual sight in the shooting game provided by the present invention is only applicable to the shooting game in which the first-person view angle lens performs the picture output, preferably, the first view state is set to the third-person view angle lens, and the second view state is set to the first-person view angle lens.
It should be noted that although the operations of the method of the present invention are depicted in the drawings in a particular order, this does not require or imply that the operations be performed in that particular order or that all illustrated operations be performed to achieve desirable results. Rather, the steps depicted in the flowcharts may change the order of execution. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step to perform, and/or one step decomposed into multiple steps to perform.
Referring to fig. 14, fig. 14 is a schematic structural diagram of a typical smart terminal for implementing a control method of a virtual sight in a shooting game of the present invention. Fig. 14 schematically shows a common structure of the smart terminal, and an internal component, software and protocol structure of the common smart terminal is described with reference to fig. 7.
The smart terminal has a processor 510 that is responsible for the overall operation of the mobile terminal and may be implemented with any commercially available Central Processing Unit (CPU), digital Signal Processor (DSP), or any other electronically Programmable Logic Device (PLD). The processor 510 has associated memory 520, the memory 520 including, but not limited to, RAM memory, ROM memory, EEPROM memory, flash memory, or a combination thereof. The memory 520 is controlled by the processor 510 for various purposes, one of which is to store program instructions and data for various software in the intelligent terminal.
The software layer of the intelligent terminal includes a real-time operating system 540, drivers for a human-machine interface 560, an application handler 550, and various applications. Such as text editor 551, handwriting recognition application 552, and other multimedia applications 553, typically including applications such as voice call applications, video call applications, send and receive Short Message Service (SMS) message applications, multimedia Message Service (MMS) applications or email applications, web browsers, instant messaging applications, phonebook applications, calendar applications, control panel applications, camera applications, one or more video games, notepad applications, and the like. It should be noted that two or more of the above applications may be executed as the same application.
The intelligent terminal also includes one or more hardware controllers for cooperating with the display device 561, physical keys 562, microphone 563, and various I/O devices (such as speakers, vibrators, bell generators, LED indicators, etc.) along with drivers for the human-machine interface 560 to enable human-machine interaction of the intelligent terminal. Those skilled in the art will appreciate that a user may operate the mobile terminal through the man-machine interface 560 thus formed.
The software layer of the intelligent terminal may further include various modules, protocol stacks, drivers, etc. related to communication, which are summarized as a communication interface 570 as shown in fig. 14, for providing communication services (e.g. transmission, network and connectivity) for a wireless radio frequency interface 571 and optionally for a bluetooth interface 572 and/or an infrared interface 573, for interconnection and interworking of said intelligent terminals. The wireless radio interface 571 includes an internal or external antenna and appropriate circuitry for establishing and maintaining a wireless link to a base station. As is well known to those skilled in the art, the circuit comprises a series of analog and digital electronic components that together form a radio receiver and transmitter. These components include, for example, bandpass filters, amplifiers, mixers, local oscillators, low pass filters, AD/DA converters, etc.
The intelligent terminal may further comprise a card reading device 530, wherein the card reading device 530 is configured to read information of the SIM card and access a network provided by the operator according to the cooperative wireless radio interface 571.
Accordingly, the present invention also discloses one or more computer-readable media storing computer-executable instructions that, when used by one or more computer devices, cause the one or more computer devices to perform various embodiments of a method of controlling a virtual sight in a shooting game as described above, such as the method of controlling a virtual sight in a shooting game shown in fig. 1. Computer readable media can be any available media that can be accessed by the computer device and includes both volatile and nonvolatile media, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer-readable media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital Versatile Disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by a computing device. Combinations of any of the above should also be included within the scope of computer readable media.
Correspondingly, the invention also discloses a computer device, which comprises a memory and a processor, wherein: the memory stores a computer program which when executed by the processor implements various embodiments of a method of controlling a virtual sight in a shooting game as described above, such as the method of controlling a virtual sight in a shooting game shown in fig. 1.
The part of the control method of the virtual sight in the shooting game provided by the invention, which relates to software logic, can be realized by using a programmable logic device, and can also be implemented as a computer program product, and the program product can cause a computer to execute the method. The computer program product comprises a computer-readable storage medium having computer program logic or code portions embodied therein for carrying out the steps of the above-described portions relating to software logic. The computer readable storage medium may be a built-in medium installed in a computer or a removable medium (e.g., a hot-pluggable storage device) detachable from a computer main body. The built-in medium includes, but is not limited to, rewritable nonvolatile memory such as RAM, ROM, and hard disk. The removable media includes, but is not limited to: optical storage media (e.g., CD-ROM and DVD), magneto-optical storage media (e.g., MO), magnetic storage media (e.g., magnetic tape or removable hard disk), media with built-in rewritable non-volatile memory (e.g., memory card), and media with built-in ROM (e.g., ROM cartridge).
It will be appreciated by those skilled in the art that any computer system having suitable programming means is capable of executing the steps of the method of the present invention embodied in a computer program product. Although most of the specific embodiments described in this specification focus on software programs, alternative embodiments that implement the methods provided by the present invention in hardware are also within the scope of the invention as claimed.
It will be evident to those skilled in the art that the invention is not limited to the details of the foregoing illustrative embodiments, and that the present invention may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. The present embodiments are, therefore, to be considered as illustrative and not restrictive, the scope of the invention being indicated by the appended claims rather than by the foregoing description, and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein. Any reference sign in a claim should not be construed as limiting the claim concerned. Furthermore, it is evident that the word "comprising" does not exclude other elements, units or steps, and that the singular does not exclude a plurality. A plurality of components, units or means recited in the claims can also be implemented by means of one component, unit or means in software or hardware.
According to the control method of the virtual sight in the shooting game, through the mode of creating and displaying the target switching control associated with the shooting targets, a game user can quickly switch the virtual sight from one shooting target to the other shooting target by operating the target switching control under the condition of starting a game picture of the virtual sighting device, the operation of dragging the virtual sight by manually sliding a touch screen by the user is omitted, the control efficiency of the virtual sight in the shooting game is correspondingly improved, the accuracy of the virtual sight in switching the aiming target is also improved, and the user experience is integrally improved.
The above disclosure is intended to be illustrative of only and not limiting of the scope of the invention, which is to be given the full breadth of the appended claims and any and all equivalents thereof.

Claims (17)

1. A method for controlling a virtual sight in a shooting game, the method comprising:
Outputting a computer graphic interface presenting a first visual field state of the player character in the virtual shooting scene on a terminal display screen;
Receiving an instruction for starting a virtual sighting device, switching the first visual field state of the player character into a second visual field state formed after the virtual sighting device is started in the computer graphic interface according to the instruction, and recording target position data of a plurality of shooting targets contained in the virtual shooting scene in the first visual field state;
creating and displaying a target switching control in the computer graphical interface;
Judging whether a shooting target to be locked in the plurality of shooting targets exists in a visual field range defined by the first visual field state;
If so, judging whether the shooting target to be locked is continuously in the visual field range defined by the first visual field state after detecting the operation of the target switching control;
If the judgment result is yes, triggering the virtual sight to move and point to the target which can be shot and is required to be locked, or to the area containing the target which can be shot and is required to be locked;
and if the judgment result is negative, triggering the virtual sight to move and point to the area determined according to the target position data of the shooting target to be locked.
2. The method for controlling a virtual sight in a shooting game according to claim 1, further comprising, after said switching said first view state of said player character to a second view state formed after said virtual sight is turned on:
recording player position data of the player character;
Calculating distances between the player character and the plurality of shootable targets according to the player position data and the target position data of each shootable target;
and setting the initial position of the virtual sight in the second visual field state according to the distance.
3. The control method of a virtual sight in a shooting game according to claim 2, the step of setting an initial position of the virtual sight in the second field of view state comprising:
triggering the virtual sight to move and point to a shootable target closest to the player character or to an area containing the shootable target closest to the player character.
4. The control method of a virtual sight in a shooting game according to claim 2, wherein:
The target position data comprises coordinate values of a center point of a virtual model of the shooting target;
The player position data includes coordinate values of a center point of a virtual model of the player character.
5. The method for controlling a virtual sight in a shooting game according to claim 1, wherein the target switching control comprises:
a set of virtual keys, each of the virtual keys in the set of virtual keys mapping a different one of the shootable targets or the target position data, respectively.
6. The control method of virtual sight in a shooting game according to claim 5, wherein: the position arrangement sequence of each virtual key in the computer graphical interface is determined according to the distribution positions of the plurality of shooting targets in the virtual shooting scene.
7. The control method of virtual sight in a shooting game according to claim 5, wherein:
And the group of virtual key touch screens are centrally displayed.
8. The method for controlling a virtual sight in a shooting game according to claim 1, wherein the target switching control comprises:
and the virtual key is used for respectively mapping different shooting targets or target position data with a plurality of touch click events bound with the virtual key.
9. The method for controlling a virtual sight in a shooting game according to claim 1, wherein the target switching control comprises:
and a virtual sliding component, wherein the virtual sliding component is used for respectively mapping different shooting targets or target position data with a plurality of touch sliding events bound by the virtual sliding component.
10. The method of controlling a virtual sight in a shooting game according to claim 1, wherein the operation for the target switching control includes:
and aiming at the touch clicking operation and the touch sliding operation of the target switching control.
11. The method for controlling a virtual sight in a shooting game according to claim 1, wherein the shootable targets include:
The virtual characters, virtual objects, virtual vehicles, virtual animals, and other virtual interactable targets in the virtual shooting scene are preset to generate feedback events according to hit determination of the virtual firearms in the virtual shooting scene.
12. The method for controlling a virtual sight in a shooting game according to claim 1, if the judgment result of judging whether the target to be locked is continuously within the field of view defined by the first field of view state is no, the method further comprises:
Triggering the virtual sight to move and point to an area determined according to target position data of the target which is required to be locked and can be shot according to the operation of the target switching control; or (b)
The virtual sight is configured to cease responding to operation of the target switch control.
13. The control method of a virtual sight in a shooting game according to any one of claims 1, 3, or 12, wherein:
the rate of movement is determined from the magnification of the virtual sight.
14. The control method of a virtual sight in a shooting game according to claim 1, wherein:
The virtual shooting scene is a three-dimensional virtual shooting scene;
The virtual sighting telescope is a virtual sighting telescope with magnification.
15. The control method of a virtual sight in a shooting game according to claim 1, wherein:
The first view state is set in a mode that a third person calls a view angle lens;
The second view state is set as a manner of the first-person perspective lens.
16. One or more computer-readable media storing computer-executable instructions that, when used by one or more computer devices, cause the one or more computer devices to perform the method of controlling a virtual sight in a shooting game as claimed in any one of claims 1 to 15.
17. A computer device comprising a memory and a processor, wherein:
The memory stores a computer program, which when executed by the processor implements the method of controlling a virtual sight in a shooting game as claimed in any one of claims 1 to 15.
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CN101706233A (en) * 2009-11-19 2010-05-12 蓝景恒 Novel sighting telescope system
CN107029428A (en) * 2016-02-04 2017-08-11 网易(杭州)网络有限公司 A kind of control system of shooting game, method and terminal

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CN101706233A (en) * 2009-11-19 2010-05-12 蓝景恒 Novel sighting telescope system
CN107029428A (en) * 2016-02-04 2017-08-11 网易(杭州)网络有限公司 A kind of control system of shooting game, method and terminal

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