CN107803024B - Shooting control method and device - Google Patents

Shooting control method and device Download PDF

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Publication number
CN107803024B
CN107803024B CN201710901272.2A CN201710901272A CN107803024B CN 107803024 B CN107803024 B CN 107803024B CN 201710901272 A CN201710901272 A CN 201710901272A CN 107803024 B CN107803024 B CN 107803024B
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Prior art keywords
shooting
preset
center
visual angle
control method
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CN107803024A (en
Inventor
吴伟迪
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Abstract

The invention discloses a shooting control method and a shooting control device. The shooting control method comprises the following steps: s1, detecting a touch event in a first preset area with the shooting skill control as the center; s2, according to the touch event, performing the following control: when the touch event is detected to be a click operation, calculating the relative position relation between a preset point and a target point in a game interface according to the relative position relation between the touch screen position of the click operation and the position of the shooting skill control before the click operation and a preset conversion ratio, further determining the position of the target point, controlling to switch the visual angle or rotating the visual angle at a first set speed so that the target point is positioned at a center after the visual angle direction is adjusted, and then shooting at a position pointed by the center. The shooting control method and the shooting control device have high operation efficiency and good game experience of players.

Description

Shooting control method and device
[ technical field ] A method for producing a semiconductor device
The present invention relates to interactive control in a shooting game, and more particularly, to a shooting control method and apparatus.
[ background of the invention ]
In a Shooting type mobile Game such as FPS (First-Person Shooting Game) or TPS (Third-Person Shooting Game), control of rotation of the angle of view and control of a Shooting operation performed by a Shooting key are often involved. In the existing scheme, a left thumb drags a rocker to control the movement of a character, and a right thumb is provided with a shooting key in the form of the rocker. The shooting is automatically performed when the player presses the shooting button. When the player holds down the shooting button and slides, the character continues shooting. Meanwhile, as shown in fig. 1, the angle of view of the game is rotated at a certain speed v in the sliding direction (i.e., angle a), and is rotated from the current angle of view direction P0 to the target angle of view direction P, thereby achieving simultaneous shooting and operation of rotating the shooting direction. If the user does not shoot when the visual angle is to be rotated, the visual angle is controlled by sliding operation in a blank area except for the shooting key in the right screen.
The two steering modes of the scheme have the defects of 'turning the visual angle and shooting' operation: the steering mode of not simultaneously opening the gun needs to rotate the visual angle and then click the shooting key, and the two-step operation is involved; another way is to waste automatically shot bullets during the rotation and the way of the rocker determines the time (i.e. the time required to travel the distance S at speed v in fig. 1) that the player has to wait for the rotation of the viewing angle between the moment when he makes the action of sliding the rocker and the moment when he rotates the viewing angle in the corresponding direction P. In a very fast paced FPS game, the operation "rotate the perspective and shoot" is performed very often, and waiting for a short period of time each time has a significant adverse effect on the player's game experience.
The above background disclosure is only for the purpose of assisting understanding of the inventive concept and technical solutions of the present invention, and does not necessarily belong to the prior art of the present patent application, and should not be used for evaluating the novelty and inventive step of the present application in the case that there is no clear evidence that the above content is disclosed at the filing date of the present patent application.
[ summary of the invention ]
The technical problem to be solved by the invention is as follows: the shooting control method and the shooting control device make up for the defects of the prior art, are high in operation efficiency, and good in game experience of players.
The technical problem of the invention is solved by the following technical scheme:
a fire control method comprising the steps of: s1, detecting a touch event in a first preset area with the shooting skill control as the center; s2, according to the touch event, performing the following control: when the touch event is detected to be a click operation, calculating the relative position relationship between a preset point (D1) and a target point in a game interface according to the relative position relationship between the touch screen position (C2) of the click operation and the position (C1) of the shooting skill control before the click operation and a preset conversion ratio, further determining the position of the target point, controlling to switch the visual angle or rotating the visual angle at a first set speed so that the target point is positioned on a center after the visual angle direction is adjusted, and then shooting at the position pointed by the center.
A shooting control device comprises a detection module, a calculation module and a control module; the detection module is used for detecting a touch event in a first preset area with a shooting skill control as a center; the calculating module is used for calculating the relative position relation between a preset point (D1) and a target point in a game interface according to the relative position relation between the touch screen position (C2) of the click operation and the position (C1) of the shooting skill control before the click operation and a preset conversion ratio when the touch event is detected to be the click operation, and further determining the position of the target point; the control module is used for controlling the switching of the visual angle or rotating the visual angle at a set speed so as to enable the target point to be positioned on the center after the visual angle direction is adjusted, and then shooting is carried out at the position pointed by the center.
A computer-readable storage medium storing a computer program for execution by a processor to implement the fire control method as described above.
A mobile terminal comprising a processor and a memory; the memory stores a computer program that is loaded by the processor to perform the fire control method as described above.
Compared with the prior art, the invention has the advantages that:
the shooting control method and the shooting control device have the advantages that a shooting control is taken as a center, a region is preset, clicking operation in the region is detected, the relative position relation between the clicking operation and the shooting control is converted into a target point position relative to a preset point position in a game interface through conversion proportion, switching or fast rotating of a visual angle is controlled to enable the target point position to be in the center of the visual angle direction, and then shooting is conducted. The method and the device convert the operation of realizing the effect of rotating the visual angle and shooting from the traditional operation experience of firstly sliding and then shooting or sliding and shooting into direct clicking operation, switch or rotate the visual angle at a first set speed after clicking to realize the quick adjustment of the visual angle and trigger the shooting, simplify the operation, save the waiting time of the visual angle rotation in the quick game process, improve the operation efficiency, and improve the operation convenience, thereby improving the operation experience of the mobile terminal shooting game.
[ description of the drawings ]
FIG. 1 is a diagram illustrating the effect of controlling the rotational viewing angle when a shooting button is pressed and slid in the prior art;
FIG. 2 is a flow chart of a fire control method of an embodiment of the present invention;
FIG. 3 is a schematic diagram illustrating a comparison of a click area and an interface center area in accordance with an embodiment of the present invention;
FIG. 4 is a diagram illustrating a scene effect during a clicking operation according to an embodiment of the present invention;
fig. 5 is a schematic view of a scene effect after a click operation in the embodiment of the present invention.
[ detailed description ] embodiments
The present invention will be described in further detail with reference to the following detailed description and accompanying drawings.
As shown in fig. 2, a flowchart of a shooting control method in this embodiment includes the following steps:
s1, detecting a touch event in a first preset area with the shooting skill control as the center;
s2, according to the touch event, performing the following control: when the touch event is detected to be a click operation, calculating the relative position relationship between a preset point (D1) and a target point in a game interface according to the relative position relationship between the touch screen position (C2) of the click operation and the position (C1) of the shooting skill control before the click operation and a preset conversion ratio, further determining the position of the target point, controlling to switch the visual angle or rotating the visual angle at a first set speed so that the target point is positioned on a center after the visual angle direction is adjusted, and then shooting at the position pointed by the center.
Specifically, the shooting game applied in the present embodiment includes shooting-type mobile game applications such as FPS or TPS, where the shooting skill control includes a shooting button or a shooting joystick, and the present embodiment takes a shooting button as an example for description. An area M is provided around the shooting key as a center, and the size and shape of the area M are comprehensively set according to specific game applications, screen sizes, and the like without limitation. The area M is preset by taking the shooting key as a center, on one hand, the adjustment of the visual angle and the shooting are often front-back adjacent operations, and on the other hand, the shooting key is taken as the center, so that the fingers of the player can conveniently reach the area at the fastest place. On the other hand, centering on the fire key can help the player quickly determine the center of the clicking operation so that the direction of the viewing angle adjustment can be discerned.
As shown in fig. 3, in the present embodiment, a circular area with a radius r and a shooting stroke as a center is taken as an example of the area M. When the click operation in the area M is detected, the coordinates (x1, y1) of the position C2 of the click operation are recorded, and the position of a target point based on a preset point D1 in the game interface is calculated according to the relative position relationship between the position C2 and the position C1 where the skill control is located and the preset conversion ratio. The preset conversion ratio is a ratio value when the distance between the target point and the preset point D1 is converted with respect to the relative distance between C1 and C2, and may be converted into an equal ratio by 1, a reduction ratio by a value smaller than 1, or an enlargement ratio by a value larger than 1. In the conversion, the vector between two points is determined to perform direct conversion, or a coordinate system or a region may be provided for conversion. In this embodiment, a coordinate system and a region are constructed to implement a conversion process, that is, a click position in a coordinate system with the player's position C1 as an origin is mapped into a coordinate system with a preset point D1 as an origin in a game interface, and a target point position D2 that the player wants to hit is determined, so that the target position D2 is adjusted to a center of sight in the direction of the viewing angle by controlling the viewing angle, and then shooting is directly controlled.
In order to facilitate the player to better grasp the position of the mapped shooting target point, the preset point D1 may be the center of the game interface, i.e. a preset circle center area N is determined by taking the center of the game interface as the circle center and the radius as R, and the conversion ratio K may be determined as R/R. During conversion, the position of a target point D2 is calculated from x2, x1, K, x1, R/R, and y2, y1, K, y1, R/R (x2, y 2). At this time, the direction of the target point D2 is the target viewing angle direction to be adjusted, and the viewing angle is controlled to switch or rotate, so that the position of the target point D2 is centered after the viewing angle is adjusted.
As shown in fig. 4 to 5, the effect achieved according to the above control process is schematically shown. In fig. 4, after the thumb of the right hand clicks the upper right position C2 in the preset area M around the shooting key, in fig. 5, the head portrait of the target person originally located at the upper right of the scene moves to the center of the interface after the angle of view is adjusted along with the adjustment of the angle of view, and shooting at the same time can efficiently hit the target person. Similarly, following the shooting control process described above, a player clicking on different points in the area M, such as point M1 and point M2, will trigger different perspective adjustment effects, respectively. For example, if the region center is (0,0), M1 is (-1,0), and M2 is (0,1), then when point M1 is clicked, the scene is adjusted to the right, so that the object located to the left of the interface center is adjusted to the position where the interface center is centered; on clicking point M2, the scene is adjusted downward so that objects located above the center of the interface are adjusted to the position where the center of the interface is centered. It should be noted that, because the player determines a target point in the area N by clicking operation in the area M, for a qualified player, a target that is desired to be hit in a scene can be adjusted in place by clicking once; for a novice player, if the target is not adjusted in place after the first click, the additional adjustment needs to be clicked again. In general, a novice player can quickly adjust the target in place after 1-2 supplementary adjustments, but the efficiency of the click adjustment is higher than that of the conventional sliding adjustment.
After the adjusted target visual angle direction is determined, the frame switching mode can be realized during visual angle adjustment, namely the visual angle is switched to the target visual angle direction by the next frame, so that the player is provided with an instant switching extremely-fast experience. In addition, the user can turn to the target visual angle direction at a first set speed (such as twice speed) which is faster than the visual angle turning speed of the traditional sliding shooting key when the visual angle is adjusted, and a quick rotating experience can be provided for the player. Above-mentioned two kinds of modes of adjusting the visual angle can both save the player latency of visual angle rotation in-process to promote game experience.
Preferably, the control process further includes controlling the shooting skill control to move from the position C1 to the touch screen position C2 of the clicking operation, and taking the touch screen position C2 as the center position of the shooting skill control. That is, if the shooting skill control is a shooting key, the shooting key is moved in its entirety to the touch screen position C2. If the shooting skill control is a shooting joystick, the center position of the shooting joystick is moved to the touch screen position C2. After the movement, the center position of the joystick or the joystick base is at the touch screen position C2, and the joystick is slidably operated in a virtual area (e.g., a circular area) surrounding the position C2. In addition, the control process of moving the position of the control element may be performed after the aforementioned adjustment of the viewing angle is completed, simultaneously with the aforementioned adjustment process of the viewing angle, or before the adjustment of the viewing angle. Controlling the transfer of shooting skill controls can provide consistent operational and visual experience for the player on the one hand. On the other hand, after the position is shifted, the player can trigger shooting only by subsequently pressing the non-loose hand or continuously clicking the same position, the player does not need to move to the position C1 to press the shooting key to trigger shooting, and the operation of the player can be facilitated. When the position of the shooting skill control is shifted to the position C2, the player can perform the above-described operation of quickly adjusting the angle of view and shooting by clicking a preset area (e.g., the position C3 in fig. 3) around the position C2 again. After the player clicks the position C3, the shooting skill control can be controlled to move to the position C3, so that the position of the shooting skill control is updated after each click, and then the first preset region is constructed by centering on the updated position of the shooting skill control, so that the player does not need to return to the initial position C0 (preset for the system, usually a fixed position at the lower right corner of the game interface) preset by the shooting skill control after each operation, and the operation time of the player can be saved.
It is further preferable that after the shooting skill control deviates from the preset initial position C0, if the player does not perform the touch operation within the preset area for a certain time (for example, 5 seconds), the shooting skill control is controlled to return to the initial position C0.
In the specific embodiment, when the player clicks the preset area, the visual angle is rapidly adjusted to the direction of the corresponding target visual angle, and shooting is triggered after adjustment. Triggering a fire includes the following 3 situations:
when the detected clicking operation is clicking, shooting to the position pointed by the sighting center for a single time.
And when the detected clicking operation is long-press operation after clicking, continuously shooting to the position pointed by the center until the long-press operation is finished.
And when the detected click operation is a press-and-hold and slide operation after clicking, adjusting the visual angle and/or the sighting center according to the track of the slide operation, and simultaneously continuously shooting to the position pointed by the sighting center under the current visual angle until the slide operation is finished.
With the above control, if the player leaves by just clicking the position C2, the effect is to "shoot once (e.g., shoot a gun) at the position pointed by the sighting center" after the viewing angle is quickly adjusted. If the player clicks on position C2, the finger holds C2 for a long time but does not move, and as long as the finger does not leave the screen, the control continues to shoot at the position pointed by the isocenter. If the finger is slid after pressing C2, the view angle can be rotated according to the logical edge that triggers the rotation of the view angle after sliding, while continuing to shoot until the finger leaves the screen.
In addition, the visual angle adjusting process in the shooting control method of the embodiment is also compatible with the traditional visual angle adjusting process through sliding operation, so that the effect of only adjusting the visual angle without triggering shooting is achieved. Specifically, a touch event of an area (which may be a second predetermined area) outside the first predetermined area is detected. When the touch event is a sliding operation, the visual angle is controlled to rotate at a second set speed according to the track of the sliding operation, and therefore the effect that only the visual angle is adjusted and no shooting is carried out can be achieved. Further, when the angle of view is triggered to rotate by the slide operation, the angle of view may be rotationally adjusted at a second set speed that is lower than the first set speed. Therefore, the visual angle is adjusted to rotate at a high speed for the clicking operation in the first preset area, and the visual angle is adjusted to rotate at a relatively low speed for the sliding operation outside the first preset area, so that different rotating visual angle experiences are provided for a player, and the effect of quick rotation can be achieved by the operation in the first preset area through contrast enhancement.
In this embodiment, set up the region that can supply the click around the shooting trigger area, the visual angle switches in the twinkling of an eye or turns to corresponding direction fast after the click on, and triggers the shooting promptly after the click for player's easy and simple to handle, and accelerated the progress of shooting recreation, need not like traditional operation and need can realize that the visual angle switches to target in place after needing to accomplish according to finger sliding operation, thereby promoted player's operation experience.
The specific embodiment further provides a shooting control device, which comprises a detection module, a calculation module and a control module.
The detection module is used for detecting a touch event in a first preset area with the shooting skill control as the center.
The calculating module is used for calculating the relative position relationship between a preset point D1 and the target point in the game interface according to the relative position relationship between the touch screen position C2 of the click operation and the position C1 of the shooting skill control before the click operation and a preset conversion ratio when the touch event is detected to be the click operation, and further determining the position of the target point.
The control module is used for controlling the switching of the visual angle or rotating the visual angle at a set speed so as to enable the target point to be positioned on the center after the visual angle direction is adjusted, and then shooting is carried out at the position pointed by the center.
The shooting control device of the specific embodiment can simplify the operation of the player, quicken the progress of the shooting game, and does not need to wait for the visual angle rotation time in the sliding process, thereby improving the operation experience of the player.
The present embodiment also provides a computer-readable storage medium storing a computer program, which is executed by a processor to implement the fire control method described above.
The present embodiment further provides a mobile terminal, which includes a processor and a memory, where the memory stores a computer program, and the processor loads the computer program to execute the shooting control method described above.
The foregoing is a more detailed description of the invention in connection with specific preferred embodiments and it is not intended that the invention be limited to these specific details. For those skilled in the art to which the invention pertains, several alternatives or obvious modifications can be made without departing from the spirit of the invention, and all equivalents in performance or use should be deemed to fall within the scope of the invention.

Claims (13)

1. A fire control method characterized by: the method comprises the following steps: s1, detecting a touch event triggering shooting operation in a first preset area taking the shooting skill control as a center; s2, according to the touch event, performing the following control: when the touch event is detected to be click operation, calculating the relative position relationship between a preset point (D1) and a target point in the game interface according to the relative position relationship between the touch screen position (C2) of the click operation and the position (C1) of the shooting skill control before the click operation and a preset conversion ratio, mapping the click position of the player in a coordinate system with the position (C1) of the shooting skill control as an origin to a coordinate system with the preset point (D1) as the origin in the game interface, further determining the position of the target point, controlling to switch the visual angle or rotating the visual angle at a first set speed so that the target point is on the center after the visual angle direction is adjusted, and then shooting at the position pointed by the center.
2. A shooting control method in accordance with claim 1, characterized in that: in step S2, the position of the target point is determined according to the following formula: x2 ═ x1 × K, y2 ═ y1 × K, where x1 and y1 respectively represent the abscissa and ordinate of the touch screen position (C2) of the click operation in a coordinate system with the position (C1) where the shooting skill control is located as the origin; k represents a preset conversion ratio; x2 and y2 respectively represent the abscissa and the ordinate of the target point in a coordinate system with a preset point (D1) in the game interface as the origin.
3. A shooting control method according to claim 2, characterized in that: in step S1, the first preset region is a circular region with r as a radius and a center of a circle at a position (C1) where the shooting skill control is located before the click operation; in step S2, the value of the preset conversion ratio K is R/R, where R is a preset radius of a circular area with a preset point in the game interface as the center.
4. A shooting control method in accordance with claim 1, characterized in that: in step S2, the method further includes controlling the shooting skill control to move to the touch screen position of the click operation (C2), and using the touch screen position of the click operation (C2) as the center position of the shooting skill control.
5. The shooting control method according to claim 1 or 4, characterized in that: firing to a location pointed to by the isocenter includes: when the detected clicking operation is clicking, shooting to the position pointed by the sighting center for a single time.
6. The shooting control method according to claim 1 or 4, characterized in that: firing to a location pointed to by the isocenter includes: and when the detected clicking operation is long-press operation after clicking, continuously shooting to the position pointed by the center until the long-press operation is finished.
7. The shooting control method according to claim 1 or 4, characterized in that: firing to a location pointed to by the isocenter includes: and when the detected click operation is a press-and-hold and slide operation after clicking, adjusting the visual angle and/or the sighting center according to the track of the slide operation, and simultaneously continuously shooting to the position pointed by the sighting center under the current visual angle until the slide operation is finished.
8. A shooting control method in accordance with claim 1, characterized in that: and step S3, when the touch event in the preset area is not detected within the preset time, controlling the position of the shooting skill control to be transferred to a preset initial position (C0).
9. A shooting control method in accordance with claim 1, characterized in that: further comprising the steps of: s3, detecting a touch event in an area outside the first preset area; and S4, when the touch event detected in the step S3 is a sliding operation, controlling to rotate the view angle at a second set speed according to the track of the sliding operation.
10. A shooting control method in accordance with claim 9, characterized in that: the second set speed is less than the first set speed.
11. A fire control apparatus characterized by: the device comprises a detection module, a calculation module and a control module; the detection module is used for detecting a touch event triggering shooting operation in a first preset area with a shooting skill control as a center; the calculating module is used for calculating the relative position relation between a preset point (D1) and a target point in the game interface according to the relative position relation between the touch screen position (C2) of the click operation and the position (C1) of the shooting skill control before the click operation and a preset conversion ratio when the touch event is detected to be the click operation, mapping the click position of the player in a coordinate system with the position (C1) of the shooting skill control as an origin to a coordinate system with the preset point (D1) in the game interface as the origin, and further determining the position of the target point; the control module is used for controlling the switching of the visual angle or rotating the visual angle at a set speed so as to enable the target point to be positioned on the center after the visual angle direction is adjusted, and then shooting is carried out at the position pointed by the center.
12. A computer-readable storage medium characterized by: which stores a computer program for execution by a processor to implement the fire control method of any one of claims 1 to 10.
13. A mobile terminal comprising a processor and a memory; the method is characterized in that: the memory stores a computer program that is loaded by the processor to perform the fire control method of any of claims 1-10.
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