CN109550239B - Method and device for controlling sighting device of game - Google Patents
Method and device for controlling sighting device of game Download PDFInfo
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- CN109550239B CN109550239B CN201811100991.5A CN201811100991A CN109550239B CN 109550239 B CN109550239 B CN 109550239B CN 201811100991 A CN201811100991 A CN 201811100991A CN 109550239 B CN109550239 B CN 109550239B
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features 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 output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8076—Shooting
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Position Input By Displaying (AREA)
Abstract
A game sighting device control method and device are provided with a rocker touch area, a virtual character, a first sighting device and a second sighting device; when the touch action of the rocker touch area is detected, calculating a first angle of a touch position, and rotating the first sighting device along with the first angle; when the area of the first sighting device or the second sighting device detects at least one attack target, calculating a second angle between each attack target and the first sighting device or a distance between each attack target and the virtual character, judging to lock an attack target, and controlling the second sighting device to follow the attack target. On the premise of ensuring a certain operation depth, the invention reduces the operation burden of the player, can also reduce the frustration of inaccurate shooting aiming of novice and young players, improves the accuracy of skill release, and enables the game to be easier to get on hand.
Description
Technical Field
The invention relates to the field of games, in particular to a method and a device for controlling a sight of a game.
Background
Shooting games on mobile phones cannot avoid an automatic aiming function in any form, and because the operating environment of the mobile phone is different from that of a computer, the shooting games are not controlled by a plurality of key positions. The "automatic aiming function" would reduce the operational experience of the shooting game to some extent. In the face of the dilemma, most of the games on the market at present can only take one of the following games: the strong automatic aiming function is made without sacrificing the operation depth; the game experience of a new hand and a little white player is not sacrificed, an automatic aiming function is not adopted, and the difficulty is provided for balancing the operation depth and the game experience.
Disclosure of Invention
The main purpose of the present invention is to overcome the above-mentioned drawbacks of the prior art, and to provide a method and an apparatus for controlling a sight of a game, which can reduce the operation burden of a player and also reduce the frustration of a novice or young player who cannot shoot at sight.
The invention adopts the following technical scheme:
a sight control method of a game, characterized by: the device is provided with a rocker touch area, a virtual character, a first sighting device and a second sighting device; when the touch action of the rocker touch area is detected, calculating a first angle of a touch position, and rotating the first sighting device along with the first angle; when the area of the first sighting device or the second sighting device detects at least one attack target, calculating a second angle between each attack target and the first sighting device or a distance between each attack target and the virtual character, judging to lock an attack target, and controlling the second sighting device to follow the attack target.
And when the area where the first sighting device and the second sighting device are located does not detect the attack target, controlling the first sighting device and the second sighting device to rotate along the first angle.
When the second sighting device rotates along with the attack target and when the area where the first sighting device is located detects the attack target, calculating a second angle between the first sighting device and the attack target and between the first sighting device and the attack target, and judging whether to switch the attack target according to the second angle.
And when the second sighting device rotates along with the attack target and the area where the first sighting device is located detects the attack target, and when the calculated second angles of the first sighting device, the attack target and the attack target are the same, judging whether to switch the attack target according to the distances between the virtual character and the attack target.
Locking the attack target according to a second angle and a distance between the attack target and the first sighting device, which specifically comprises the following steps: and taking the attack target with the minimum second angle and the closest distance as the attack target.
And locking the attack target according to a second angle between the attack target and the first sighting device, and particularly taking the attack target with the smallest second angle as the attack target.
The second angle is an included angle between a line formed by connecting the virtual character coordinate and the attack target coordinate and the first sighting device.
And locking an attack target according to the distance between the attack target and the first sighting device, wherein the attack target with the smallest distance is taken as the attack target.
The distance is the distance between the virtual character and the target.
The first sight is provided with a line of sight, and the second angle and the distance are angles and distances between each offensive target and the line of sight.
The rocker touch area is provided with a X Y coordinate system, and the first angle is an included angle between an X axis and a straight line formed by connecting the touch screen coordinate and an origin of the XY coordinate system.
A sight control apparatus for a game, characterized in that: comprises that
The display touch unit is used for presenting a game interface and comprises a rocker touch area, a virtual character, a first sighting device and a second sighting device;
the detection unit is used for detecting the touch action of the rocker touch area;
the judging unit is used for calculating a first angle of the touch position, calculating a second angle or distance between each attack target and the first sighting device and locking an attack target;
and the control unit controls the first sighting device to rotate along with the first angle and controls the second sighting device to follow the attack target according to the judgment result.
As can be seen from the above description of the present invention, compared with the prior art, the present invention has the following advantages:
1. the method and the device are provided with a first sighting device and a second sighting device, wherein the first sighting device always rotates along with a virtual rocker in a rocker touch area, when the first sighting device or the second sighting device detects an attacking target, second angles and distances of all the attacking targets in the two sighting devices are automatically calculated, the attacking target is judged and locked, and the second sighting device is controlled to follow the attacking target; on the premise of ensuring a certain operation depth, the operation burden of a player is reduced, meanwhile, the frustration of inaccurate shooting aiming of novice and young players can be reduced, the accuracy of skill release is improved, and the game is easier to get on hand.
2. According to the method and the device, when the areas where the first sighting device and the second sighting device are located detect a plurality of targets which can be attacked, the second sighting device is commanded to follow the target with the smallest second angle and the closest distance, the attacking target can be locked quickly and accurately, and the operation difficulty is reduced.
3. According to the method and the device, when the second sighting device rotates along with the attack target and when the area where the first sighting device is located detects the attack target, whether the attack target is switched or not can be judged according to the second angle and the distance degree, the hand operation difficulty is reduced, and the attack rhythm is smoother.
Drawings
FIG. 1 is a schematic view of the present invention;
FIG. 2 is a first angular schematic (two sights are coincident);
FIG. 3 is a second angle and distance diagram (two aggressor targets);
FIG. 4 is a schematic view of a second sight following an attack target;
FIG. 5 is a second angle and distance diagram (two aggressor targets);
FIG. 6 is a schematic diagram of a second sight switching attack target;
FIG. 7 is a flow chart of the present invention.
Wherein: 1. rocker touch-control district, 2, virtual character, 3, first sight, 4, second sight.
Detailed Description
The invention is further described below by means of specific embodiments.
A game sighting device control method is characterized in that a joystick touch area 1, a virtual character 2, a first sighting device 3, a second sighting device 4 and the like are displayed on a graphical user interface. The joystick touch pad 1 may be located on the left side of the game world. The rocker touch area 1 is a preset circular area with a radius R and is provided with a circle center O (x) 0 、y 0 ) X Y coordinate system, x, as origin 0 、y 0 Each represents origin coordinates, and is generally arranged to be (0,0). Of the negative axis region of the X-axis [ -1,0]The interval is an X-axis positive axis region [0,1]A mirror region of the zone.
The virtual character 2 can be set as a rectangle, and the center point thereof is the origin of coordinates O '(x', y ') of the virtual character 2, which is the origin of coordinates O (x') of the joystick touch region 1 0 、y 0 ) In the mapping in the game world, i.e., the mapping of the X 'Y' coordinate system of the virtual character 2 to the XY coordinate system of the joystick touch pad 1, the virtual character 2 can also be set to be circular or other shapes. The radius R of the rocker touch area 1 is mapped as R 'in the game world, and the R' is a preset value and can be set to be infinite. The content presented by the game world comprises game scenes and at least one virtual character 2, and a plurality of attack targets also appear.
The first sighting device 3 always rotates along with the touch position of the rocker touch area 1. The second sight 4 initially follows the first sight 3 and when a command is received to follow the attack target, all attack commands are automatically aimed at the attack target as long as the attack target is within the detection range. The size, shape and default coordinates of the two sighting devices are preset values, the length, the width and the height can be set at will, and the shapes can be rectangular, fan-shaped, circular and the like. The coordinate system of the first sight 3 and the second sight 4 may be the same as the virtual character 2, i.e., the origin is the same as the origin of the virtual character 2. The first sight 3 is also provided with a line of sight, which is the axis of the first sight 3. Referring to fig. 1, for the sake of distinction, the length of the first sight 3 is set to be rectangular and greater than that of the second sight 4, and the default coordinate is a preset value, see fig. 1.
When the touch action of the rocker touch area 1 is detected, a first angle of the touch position is calculated, and the first sighting device 3 rotates along with the first angle. When at least one attack target is detected in the area where the first sighting device 3 or the second sighting device 4 is located, calculating a second angle between each attack target and the first sighting device 3 or the distance between each attack target and the virtual character 2, judging that an attack target is locked, and controlling the second sighting device 4 to follow the attack target. The concrete conditions include the following:
when the joystick touch area 1 is detected to have touch action and the areas of the first sighting device 3 and the second sighting device 4 are not detected to have the attack target, calculating a touch position (x) 1 ,y 1 ) First angle of (x) 1 ,y 1 The abscissa and ordinate of the touch position in the joystick touch area 1, and the first angle is the angle between the X-axis and the straight line connecting the touch position and the origin of the XY coordinate systemAngle α, α = arctan (y) 1 -y 0 )/(x 1 -x 0 ). Or the included angle between the Y axis and a straight line connecting the touch position and the origin O of the XY coordinate system. The angle α' = α by which the first sight 3 and the second sight 4 are controlled to rotate, i.e., the first sight 3 and the second sight 4 both rotate following the first angle α, see fig. 2.
When an attack target is detected in the area where the first sight 3 is located, a command is issued to control the second sight 4 to rotate following the attack target and not to follow the first sight 3 any more.
When the area of the first sighting device 3 detects at least two attacking targets, a second angle and a distance between each attacking target and the aiming line are calculated, the target with the smallest second angle and the closest distance is locked as the attacking target, and the second sighting device 4 is controlled to rotate along with the attacking target. In the specific judgment process, the second angle is judged to be the smallest, and then the closest angle is determined as the attack target, or the distance is judged to be the closest angle, and then the smallest angle is determined as the attack target.
Referring to fig. 3 and 4, the second angle is an included angle between a line connecting the virtual character 2 coordinate and the attack target coordinate and the aiming line c, and the distance is a distance between the virtual character 2 and the attack target. Specifically, assume that the attachable targets are a and B, the connection lines between the virtual character 2 and the attachable target A, B are a and B, the corresponding distances are the lengths of a and B, and the corresponding second angles are α a 、α b The calculation formula is as follows:
α a =arctan O a /P=arctan(y a -P y )/(x a -P x )
α b =arctan O b /P=arctan(y b -P y )/(x b -P x );
wherein O is a Is the coordinate of the object A, and the coordinate value is (x) a ,y a ),O b Is the coordinate of the object B, and the coordinate value is (x) b ,y b ) Wherein P is the mapping coordinate of the touch position in the game scene, and the coordinate value is (P) x ,P y )。
When the attack target followed by the second sight 4 is out of the detection range and there is no other attack target in the detection range of the first sight 3, an instruction is issued to rotate the second sight 4 again following the first sight 3.
When the attack target followed by the second sight 4 is out of the detection range, and there are other attacks targets in the detection range of the second sight 4, and there are no other attacks targets in the detection range of the first sight 3, an instruction is issued to make the second sight 4 rotate following the newly detected attack target.
Referring to fig. 5, when the second sight 4 has followed the attack target a and the first sight 3 has detected the attack target B within the range, a second angle between the sight line c and the two targets and a distance between the virtual character 2 and the two targets are calculated. Specifically, a connecting line from the virtual character 2 to the attack target a is a line segment with a distance a, and a connecting line to the attack target B is a line segment with a distance B. Calculating the included angle from the line segment c to the line segments a and b, and calculating the formula:
α a =arctan O a /P=arctan(y a -P y )/(x a -P x )
α b =arctan O b /P=arctan(y b -P y )/(x b -P x );
wherein O is a Is the coordinate of the object A, and the coordinate value is (x) a ,y a ),O b Is the coordinate of the object B, and the coordinate value is (x) b ,y b ) Wherein P is the mapping coordinate of the touch position in the game scene, and the coordinate value is (P) x ,P y ). The judgment process is as follows:
1) When alpha is a >α b When the target B is attacked, an instruction is sent to enable the second sighting device 4 to start following the attacking target B; when alpha is a <α b At this time, an instruction is issued to make the second sight 4 still follow the attack target a.
2) When alpha is a =α b Then, calculating the lengths of the alignment line segments a and b:
when a > B, an instruction is issued to start the second sight 4 following the attack target B, see fig. 6.
And when a is less than or equal to b, sending out an instruction to enable the second sighting device 4 to still follow the attack target A.
The invention also provides a sight control device of the game, which comprises a display touch unit, a detection unit, a judgment unit, a control unit, an attack target and the like. The display touch unit is used for presenting a game interface and comprises a rocker touch area 1, a virtual character 2, a first sighting device 3, a second sighting device 4 and the like, wherein the rocker touch area 1 can be provided with a spherical virtual rocker. The first sight 3 and the second sight 4 may not be shown. In practical application, a button touch area is further provided, and the button touch area is provided with a plurality of buttons, such as jumping, skill release, shooting and the like. The virtual character 2 can be more than two, and the virtual character 2 has a non-unique appearance in a game scene and can be a character, an animal, a gun and the like.
The detection unit is used for detecting the touch action of the rocker touch area 1 and the touch action of the button touch area, and can also detect the touch action of a game scene and the like. The judging unit is used for calculating a first angle of the touch position of the rocker touch area 1, calculating a second angle or distance between each attack target and the aiming line and locking an attack target. The control unit is used for controlling the first sighting device 3 to rotate along with the first angle and controlling the second sighting device 4 to follow the attack target according to the judgment result. The specific judgment and control method of the judgment unit and the control unit can be referred to the sight control method described above.
The invention reduces the operation burden of the player on the premise of ensuring a certain operation depth, can also reduce the frustration of inaccurate shooting aiming of novice and young players, improves the accuracy of skill release, and leads the game to be easier to get on hand.
The above description is only an embodiment of the present invention, but the design concept of the present invention is not limited thereto, and any insubstantial modifications made by using the design concept should fall within the scope of infringing the present invention.
Claims (9)
1. A sight control method of a game, characterized by: the device is provided with a rocker touch area, a virtual character, a first sighting device and a second sighting device; the first sighting device always rotates along with the touch position of the touch area of the rocker, and the second sighting device initially follows the first sighting device;
when a touch action of a rocker touch area is detected, calculating a first angle of a touch position, and when an attack target is not detected in an area where the first sighting device and the second sighting device are located, controlling the first sighting device and the second sighting device to rotate along with the first angle; when at least one offensive target is detected in the area where the first sighting device or the second sighting device is located, calculating a second angle between each offensive target and the first sighting device or a distance between each offensive target and the virtual character, judging and locking an offensive target, controlling the second sighting device to follow the offensive target, and automatically sighting all offensive instructions to the offensive target;
when the second sighting device rotates along with the attack target and when the area where the first sighting device is located detects the attack target, calculating a second angle between the first sighting device and the attack target and when the attack target is detected in the area where the first sighting device is located, and judging whether the second sighting device switches the attack target or not according to the second angle;
and when the second sighting device rotates along with the attack target and the area where the first sighting device is located detects the attack target, and when the calculated second angles of the first sighting device, the attack target and the attack target are the same, judging whether the second sighting device switches the attack target according to the distances between the virtual character and the attack target.
2. A sight control method of a game according to claim 1, wherein: locking the attack target according to a second angle and a distance between the attack target and the first sighting device, specifically: and taking the attack target with the minimum second angle and the closest distance as the attack target.
3. A sight control method of a game according to claim 1, wherein: and locking the attack target according to a second angle between the attack target and the first sighting device, and particularly taking the attack target with the smallest second angle as the attack target.
4. A sight control method of a game according to claim 2 or 3, wherein: the second angle is an included angle between a line formed by connecting the virtual character coordinate and the attack target coordinate and the first sighting device.
5. A sight control method of a game according to claim 1, wherein: and locking an attack target according to the distance between the attack target and the first sighting device, wherein the attack target with the smallest distance is taken as the attack target.
6. A sight control method of a game according to claim 2 or 5, wherein: the distance is a distance between the virtual character and the target.
7. A sight control method of a game according to claim 1, wherein: the first sight is provided with a line of sight, and the second angle and the distance are angles and distances between each offensive target and the line of sight.
8. A sight control method of a game according to claim 1, wherein: and an XY coordinate system is arranged in the rocker touch area, and the first angle is an included angle between the X axis and a straight line formed by connecting the touch screen coordinate and the origin of the XY coordinate system.
9. A sight control apparatus for a game, characterized in that: a sight control method of a game using any one of claims 1 to 8, comprising
The display touch unit is used for presenting a game interface and comprises a rocker touch area, a virtual character, a first sighting device and a second sighting device;
the detection unit is used for detecting the touch action of the rocker touch area;
the judging unit is used for calculating a first angle of the touch position, calculating a second angle or distance between each attack target and the first sighting device and locking an attack target;
and the control unit controls the first sighting device to rotate along with the first angle and controls the second sighting device to follow the attack target according to the judgment result.
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CN111729309B (en) * | 2020-06-23 | 2024-04-12 | 网易(杭州)网络有限公司 | Method and device for controlling virtual attack in game, electronic equipment and storage medium |
CN112642152A (en) * | 2020-12-28 | 2021-04-13 | 网易(杭州)网络有限公司 | Method and device for controlling target virtual character in game |
CN113368490B (en) * | 2021-06-10 | 2023-05-30 | 北京字跳网络技术有限公司 | Control method, device and computer storage medium |
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CN105194873B (en) * | 2015-10-10 | 2019-01-04 | 腾讯科技(成都)有限公司 | A kind of information processing method, terminal and computer storage medium |
CN107773983B (en) * | 2017-10-18 | 2021-12-28 | 网易(杭州)网络有限公司 | Shooting control method and device in game |
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