CN109731326B - Aiming area display method and device of game weapon and electronic equipment - Google Patents
Aiming area display method and device of game weapon and electronic equipment Download PDFInfo
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- CN109731326B CN109731326B CN201811623948.7A CN201811623948A CN109731326B CN 109731326 B CN109731326 B CN 109731326B CN 201811623948 A CN201811623948 A CN 201811623948A CN 109731326 B CN109731326 B CN 109731326B
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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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
- A63F13/426—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 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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- 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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Abstract
The embodiment of the invention provides a method and a device for displaying aiming areas of game weapons and electronic equipment. The method comprises the following steps: acquiring aiming instructions of game weapons used by the game character; determining a region to be applied of a game weapon in a game scene and an obstacle region in the region to be applied; determining a law application effective area of a game weapon as an aiming area according to the position of a game role in a game scene, a to-be-applied area and an obstacle area; the targeting area is displayed in the game scene. By applying the embodiment of the invention, the effective application area of the game weapon can be prompted to the game player, so that the hit rate of the game player hitting enemies can be further improved, and the game experience of the game player is improved.
Description
Technical Field
The invention relates to the technical field of computers, in particular to a method and a device for displaying aiming areas of game weapons and electronic equipment.
Background
Currently, aiming areas of game weapons may be displayed in a game scene to alert game players of the arming area of a game weapon to improve the hit rate of game players hitting an enemy. Wherein, each game weapon has a skill effect in the game, and the whole area where the skill effect is to be displayed is called the administration area of the game weapon.
In the process of implementing the invention, the inventor finds that when a game weapon aims at a direction with an obstacle, the displayed aiming area can only indicate the application area of the game weapon, but cannot indicate to a game player: when the skill effect of the game weapon encounters an obstacle, the application effective area of the game weapon. Therefore, the hit rate of the game player hitting the enemy is influenced, and the game experience of the game player is reduced.
Disclosure of Invention
An object of the embodiments of the present invention is to provide a method and an apparatus for displaying an aiming area of a game weapon, and an electronic device, which can prompt a game player about a valid application area of the game weapon, thereby further improving a hit rate of a game player hitting an enemy, and improving game experience of the game player. The specific technical scheme is as follows:
in a first aspect, an embodiment of the present invention provides a method for displaying an aiming area of a game weapon, where the method may include:
acquiring aiming instructions of game weapons used by the game character;
determining a region to be applied of a game weapon in a game scene and an obstacle region in the region to be applied;
determining a law application effective area of a game weapon as an aiming area according to the position of a game role in a game scene, a to-be-applied area and an obstacle area;
the targeting area is displayed in the game scene.
Optionally, in the embodiment of the present invention, the step of determining a valid application area of a game weapon as a targeting area according to the position of the game character in the game scene, the area to be applied, and the obstacle area may include:
mapping a region to be applied and an obstacle region in a polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region; wherein, the pole position of the polar coordinate system is: the position of the game character in the game scene; in a rectangular coordinate system, an X axis represents a polar angle, and a Y axis represents a polar diameter;
determining a region starting from the boundary line of the second region and along the positive direction of the Y-axis as a blocking region;
and mapping the target area of the first area without the blocking area into a polar coordinate system to obtain a practice effective area of the game weapon, and taking the practice effective area as an aiming area.
Alternatively, in an embodiment of the present invention, the step of determining, as the blocking area, an area starting from the boundary line of the second area and in the positive direction of the Y axis, may include:
determining the value range of each boundary line of the second area on the X axis;
marking an area starting from the first boundary line and along the positive direction of the Y axis as a blocking area based on the value range of each boundary line on the X axis; when the value range of one boundary line of the second area on the X axis is covered by the value range of the other boundary line of the second area on the X axis, the other boundary line is the first type boundary line.
Optionally, in an embodiment of the present invention, the step of mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region may include:
judging whether the barrier area is a polygonal area or not;
and if the region is a polygonal region, mapping the region to be applied and the obstacle region in the polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region.
Optionally, in another embodiment of the present invention, the step of mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region includes:
judging whether the barrier area is a polygonal area or not;
if the obstacle area is not a polygonal area, processing the obstacle area into a polygonal area;
and mapping the region to be processed and the polygonal region in the polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be processed and a second region corresponding to the polygonal region.
Optionally, in another embodiment of the present invention, the step of mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region may include:
and mapping the region to be applied and the barrier region in the polar coordinate system to a rectangular coordinate system through homogeneous coordinate transformation to obtain a first region corresponding to the region to be applied and a second region corresponding to the barrier region.
Optionally, in another embodiment of the present invention, the step of mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region may include:
and marking the region to be applied and the barrier region in the polar coordinate system to a pixel map of the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the barrier region recorded in the marked picture.
Optionally, in an embodiment of the present invention, the step of mapping the target area of the first area, from which the blocking area is removed, into a polar coordinate system to obtain a rendering effective area of the game weapon, and using the rendering effective area as the targeting area may include:
mapping a target region of the first region without the blocking region into a polar coordinate system to obtain a construction effective region;
and highlighting and rendering the application method effective area to obtain the aiming area.
Optionally, in another embodiment of the present invention, the step of mapping the target area of the first area with the blocking area removed to the polar coordinate system to obtain a playing effective area of the game weapon, and using the playing effective area as the aiming area may include:
highlighting and rendering a target area in the first area, wherein the blocking area is removed;
and mapping the target area subjected to highlight rendering into a polar coordinate system to obtain a construction effective area, and taking the construction effective area as an aiming area.
Optionally, in an embodiment of the present invention, the step of determining the area to be applied of the game weapon in the game scene and the obstacle area in the area to be applied may include:
determining a region to be applied of a game weapon in a game scene according to the position of the game role in the game scene and the direction pointed by the aiming indication;
and determining the obstacle area in the region to be treated according to the position of each obstacle in the game scene.
Optionally, in an embodiment of the present invention, the area to be treated may include: a sector ring to-be-applied area, a rectangular to-be-applied area or a circular ring to-be-applied area.
In a second aspect, an embodiment of the present invention further provides a targeting area display device for a game weapon, where the device may include:
the acquisition module is used for acquiring aiming instructions of game weapons used by game roles;
the first determination module is used for determining a to-be-applied area of a game weapon in a game scene and an obstacle area in the to-be-applied area;
the second determination module is used for determining a law application effective area of a game weapon as an aiming area according to the position of the game role in the game scene, the area to be law applied and the obstacle area;
and the display module is used for displaying the aiming area in the game scene.
Optionally, in this embodiment of the present invention, the second determining module may include:
the first mapping unit is used for mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region; wherein, the pole position of the polar coordinate system is: the position of the game character in the game scene; in a rectangular coordinate system, an X axis represents a polar angle, and a Y axis represents a polar diameter;
a first determination unit configured to determine a region starting from the boundary line of the second region and along the positive direction of the Y axis as a blocking region;
and the second mapping unit is used for mapping the target area of the first area without the blocking area into the polar coordinate system to obtain a dispensing effective area of the game weapon and taking the dispensing effective area as an aiming area.
Optionally, in this embodiment of the present invention, the first determining unit may specifically be configured to:
determining the value range of each boundary line of the second area on the X axis;
marking an area starting from the first boundary line and along the positive direction of the Y axis as a blocking area based on the value range of each boundary line on the X axis; when the value range of one boundary line of the second area on the X axis is covered by the value range of the other boundary line of the second area on the X axis, the other boundary line is the first type boundary line.
Optionally, in an embodiment of the present invention, the first mapping unit may include:
the judging subunit is used for judging whether the barrier area is a polygonal area;
and the first mapping subunit is used for mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system when the obstacle region is a polygonal region, so as to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region.
Optionally, in another embodiment of the present invention, the first mapping unit may include:
the judging subunit is used for judging whether the barrier area is a polygonal area;
the processing subunit is used for processing the obstacle area into a polygonal area when the obstacle area is not the polygonal area;
and the second mapping subunit is used for mapping the region to be processed and the polygonal region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be processed and a second region corresponding to the polygonal region.
Optionally, in another embodiment of the present invention, the first mapping unit may specifically be configured to:
and mapping the region to be applied and the barrier region in the polar coordinate system to a rectangular coordinate system through homogeneous coordinate transformation to obtain a first region corresponding to the region to be applied and a second region corresponding to the barrier region.
Optionally, in another embodiment of the present invention, the first mapping unit may specifically be configured to:
and marking the region to be applied and the barrier region in the polar coordinate system to a pixel map of the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the barrier region recorded in the marked picture.
Optionally, in an embodiment of the present invention, the second mapping unit may include:
the removing subunit is used for mapping the target region of the first region from which the blocking region is removed to the polar coordinate system to obtain a construction effective region;
and the first rendering subunit is used for performing highlight rendering on the application effective area to obtain the aiming area.
Optionally, in another embodiment of the present invention, the second mapping unit may include:
the second rendering subunit is used for performing highlight rendering on the target area in the first area, from which the blocking area is removed;
and the third mapping subunit is used for mapping the target area subjected to highlight rendering into a polar coordinate system to obtain a construction effective area, and taking the construction effective area as a targeting area.
Optionally, in this embodiment of the present invention, the first determining module may include:
the second determination unit is used for determining a to-be-applied area of the game weapon in the game scene according to the position of the game character in the game scene and the direction pointed by the aiming indication;
and the third determining unit is used for determining the obstacle area in the area to be treated according to the position of each obstacle in the game scene.
Optionally, in an embodiment of the present invention, the area to be treated may include: a sector ring to-be-applied area, a rectangular to-be-applied area or a circular ring to-be-applied area.
In a third aspect, an embodiment of the present invention provides an electronic device, including a processor, a communication interface, a memory, and a communication bus, where the processor and the communication interface complete communication between the memory and the processor through the communication bus;
a memory for storing a computer program;
a processor for implementing the method steps of any of the above-described methods of displaying a target area of a game weapon when executing a program stored in memory.
In a fourth aspect, an embodiment of the present invention provides a readable storage medium, in which a computer program is stored, and the computer program, when executed by a processor, implements the method steps of the aiming area display method of any game weapon.
In a fifth aspect, an embodiment of the present invention further provides an application program, which when run on an electronic device, causes the electronic device to perform: method steps of a method of displaying a target area of any of the above described game weapons.
In an embodiment of the invention, the electronic device may obtain an aiming indication of a game weapon used by a game character, and then may determine a to-be-applied area of the game weapon in a game scene and an obstacle area in the to-be-applied area. Then, the application effective area of the game weapon in the application area can be determined according to the position of the game character in the game scene and the determined application area and the obstacle area. And the application effective area is used as an aiming area. The targeting area may then be displayed in the game scene. Thus, the effective application area of the game weapon can be prompted to the game player, so that the hit rate of the game player hitting the enemy can be further improved, and the game experience of the game player can be improved.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the drawings without creative efforts.
FIG. 1 is a flow chart of a method for displaying aiming area of a game weapon according to an embodiment of the present invention;
FIG. 2 is a flow chart of another method for displaying a target area of a game weapon according to an embodiment of the present invention;
fig. 3 is a schematic diagram of a region to be treated and an obstacle region in a polar coordinate system according to an embodiment of the present invention;
fig. 4 is a schematic diagram of the first region and the second region obtained after the region to be treated and the obstacle region shown in fig. 3 are mapped to a rectangular coordinate system;
FIG. 5 is a schematic view of a displayed aiming area provided by an embodiment of the present invention;
FIG. 6 is a schematic illustration of the removed donor site area in the targeting region of FIG. 5;
FIG. 7 is a schematic structural diagram of a aiming area display device of a game weapon according to an embodiment of the present invention;
fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Aiming areas displayed in the prior art can only prompt game players of areas to be applied of game weapons, but cannot prompt the game players of: the embodiment of the invention provides a method and a device for displaying an aiming area of a game weapon and electronic equipment, and solves the technical problem that when the skill effect of the game weapon meets an obstacle, the aiming area of the game weapon is a valid area for application.
The aiming area display method of the game weapon provided by the embodiment of the invention can be applied to electronic equipment. The electronic devices include, but are not limited to, computers, smart phones, and smart watches. It is reasonable that the game player can play the game through the game client installed in the electronic device, and can also enter the online game through the browser.
Referring to fig. 1, a method for displaying an aiming area of a game weapon according to an embodiment of the present invention may include the following steps:
s101: acquiring aiming instructions of game weapons used by the game character;
for example, the game character can be a bow-arrow in a bow-arrow battle game, and the game weapon used by the bow-arrow is a bow-arrow.
S102: determining a region to be applied of a game weapon in a game scene and an obstacle region in the region to be applied;
the region to be applied of the game weapon in the game scene is as follows: the total area in the game scene where the game weapon will display a skill effect. Continuing with the above example, the arming area of the bow and arrow game weapon in the game scene of big battle of the bow and arrow hand may be specifically a sector-shaped area, i.e. a sector-shaped arming area, but is not limited thereto.
The barrier regions in the region to be treated are: in the area where the obstacle is located in the area to be treated. Among them, obstacles include, but are not limited to: boxes and walls, etc. that do not allow the skill effect to penetrate.
The area to be treated includes, but is not limited to: a sector ring to-be-applied area, a rectangular to-be-applied area or a circular ring to-be-applied area. Wherein, the area to be applied with the fan ring is as follows: a sector ring shaped area to be treated. Similarly, the rectangular region to be treated means: a rectangular region to be treated; the circular ring region to be treated is as follows: a ring-shaped region to be treated.
Specifically, the region of the game weapon to be applied in the game scene can be determined according to the position of the game character in the game scene and the direction pointed by the aiming indication. Then, according to the positions of all obstacles in the game scene, obstacle areas in the region to be treated are determined.
S103: determining a law application effective area of a game weapon as an aiming area according to the position of a game role in a game scene, a to-be-applied area and an obstacle area;
after determining the application area of the game weapon in the game scene and the barrier area in the application area, the application effective area of the game weapon may be determined based on the position of the game character in the game scene, the application area and the barrier area. In this way, the area of the game weapon that can be attacked in the priming area can be determined.
Then, the application effective region is used as an aiming region. Thus, the aiming area is: the game weapon is in the area which can be attacked in the application area.
S104: the targeting area is displayed in the game scene.
After the targeting area is determined, the targeting area may be displayed in the area to be applied in the game scene. In this way, the game player can be prompted with the effective application area of the game weapon, so that the game player can accurately determine the actual attack area of the game weapon, and the hit rate of the game player hitting the enemy is improved.
The aiming area may be displayed by displaying a layer or displaying an animation on the aiming area, but is not limited to this.
In an embodiment of the invention, the electronic device may obtain an aiming indication of a game weapon used by a game character, and then may determine a to-be-applied area of the game weapon in a game scene and an obstacle area in the to-be-applied area. Then, the application effective area of the game weapon in the application area can be determined according to the position of the game character in the game scene and the determined application area and the obstacle area. And the application effective area is used as an aiming area. The targeting area may then be displayed in the game scene. Thus, the effective application area of the game weapon can be prompted to the game player, so that the hit rate of the game player hitting the enemy can be further improved, and the game experience of the game player can be improved.
The aiming area display method of the game weapon according to the embodiment of the present invention will be described in detail with reference to fig. 2 to 6.
Wherein the aiming area may be determined by steps S1031 to S1033 as shown in fig. 2. Referring to fig. 2, steps S1031 to S1033 are:
s1031: mapping a region to be applied and an obstacle region in a polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region; wherein, the pole position of the polar coordinate system is: the position of the game character in the game scene; in a rectangular coordinate system, an X axis represents a polar angle, and a Y axis represents a polar diameter;
assume that the area to be applied of the game weapon is a sector-circle application area as shown in fig. 3, and in the game scene, the barrier area in the sector-circle application area is an area where a rectangle EFGH is located. Then, a polar coordinate system as shown in fig. 3 can be constructed with the positions of the game characters in the game scene as the pole positions.
Then, the region to be applied and the barrier region in the polar coordinate system can be mapped into a rectangular coordinate system, and a first region corresponding to the region to be applied and a second region corresponding to the barrier region as shown in FIG. 4 are obtained.
The sector ring to-be-applied area and the barrier area in the polar coordinate system can be mapped into the rectangular coordinate system through homogeneous coordinate transformation. Specifically, each point on the boundary line of the sector ring to-be-applied region and the obstacle region may be mapped into the rectangular coordinate system by homogeneous coordinate transformation. Of course, it is also possible to map a limited number of points on the boundary line between the sector ring treatment area and the obstacle area into a rectangular coordinate system. And then, determining a first region corresponding to the region to be applied and a second region corresponding to the barrier region through points obtained by mapping in the rectangular coordinate system. This is all reasonable.
However, since it is difficult to specify a radial value corresponding to a position of a game character in a game scene, it is difficult to confirm a position of the position projected in the rectangular coordinate system. Thus, in embodiments of the present invention, the area to be treated may be provided as a fan ring, rather than as a fan.
In order to map the obstacle region to the rectangular coordinate system, it may be determined whether or not the obstacle region is a polygonal region before the region to be applied and the obstacle region in the polar coordinate system are mapped to the rectangular coordinate system. In the case of a polygonal region, the region to be applied and the obstacle region in the polar coordinate system may be directly mapped to the rectangular coordinate system, so that the first region corresponding to the region to be applied and the second region corresponding to the obstacle region may be obtained.
If the obstacle area is not a polygonal area, the obstacle area may be first processed into a polygonal area. Then, the region to be processed and the polygonal region in the polar coordinate system are mapped to the rectangular coordinate system, so that a first region corresponding to the region to be processed and a second region corresponding to the polygonal region can be obtained.
In addition, the region to be applied and the obstacle region in the polar coordinate system may be labeled to the pixel map of the rectangular coordinate system, and the first region corresponding to the region to be applied and the second region corresponding to the obstacle region recorded in the labeling picture may be obtained. That is, the obtained first area and second area are presented in the form of a picture, and the first area includes the second area. In addition, the picture can be stored in the display memory, so that the speed of obtaining the picture can be increased, and the picture can be conveniently calculated or rendered subsequently.
S1032: determining a region starting from the boundary line of the second region and along the positive direction of the Y-axis as a blocking region;
specifically, the blocking regions are: and a region surrounded by the boundary line with the first region from the boundary line of the second region and along the positive direction of the Y axis.
Referring to fig. 4, since the second area efgh is an area that cannot be attacked by the game weapon when an obstacle is encountered, and the areas blocked by the boundary lines ef, gh, fg, and eh of the second area are also areas that cannot be attacked by the game weapon. Thus, the area efmn starting from the boundary lines ef, gh, fg, and eh of the second area and along the positive direction of the Y axis can be determined as the blocking area. In this way, an accurate blocking area can be calculated.
In order to reduce the calculation amount required for determining the blocking area and thus increase the calculation speed, the value range of each border line of the second area on the X axis may be determined. Then, based on the value range of each boundary line on the X axis, a region starting from the first type boundary line and along the positive direction of the Y axis is marked as a blocking region. When the value range of one boundary line of the second area on the X axis is covered by the value range of the other boundary line of the second area on the X axis, the other boundary line is the first type boundary line.
For example, if a boundary line L1The value range on the X axis is [1,2 ]]The other boundary line L2The value range on the X axis is [1,3 ]]. Then, the boundary line L1The range of values on the X axis is divided by another boundary line L2The range of values on the X-axis covers.
The boundary line ef of the second area efgh is the first boundary line, that is, in this way, only the area starting from the boundary line ef and along the positive direction of the Y axis needs to be marked in the first area, so as to obtain the blocking area efmn, thereby greatly reducing the calculation amount.
S1033: and mapping the target area of the first area without the blocking area into a polar coordinate system to obtain a practice effective area of the game weapon, and taking the practice effective area as an aiming area.
In one implementation, the target region of the first region from which the blocking region is removed may be mapped into a polar coordinate system, thereby obtaining a donor effective region. The rendering of the rendering effective area can then be highlighted, resulting in a targeting area.
Wherein a limited number of points on the boundary line of the target area can be mapped into the polar coordinate system. Then, it is reasonable to determine the effective region of the implementation by the points mapped in the polar coordinate system
In another implementation, the target area of the first area, from which the blocking area is removed, may be highlighted first. And then, mapping the target region subjected to highlight rendering into a polar coordinate system, thereby obtaining a rendering effective region.
It is to be understood that the rendering manner is not limited to highlight rendering, and may also be gradient color rendering, but is not limited thereto. In addition, since the calculated blocking area is accurate, the determined effective area of the donor plate after the coordinate system conversion is also accurate.
In addition, when the obtained first area and the second area are presented in the form of pictures, the content in the first quadrant of fig. 4 can be presented on a picture (labeled as a map). At this time, the picture and the art picture can be superimposed to obtain a superimposed picture. The shape and size of the art picture are consistent with those of the sticker picture, and the art picture is rendered with an aiming display effect. The blocking area in the superimposed picture can then be set transparent by masking techniques. Thus, when the superimposed picture is mapped into the polar coordinate system, the effective region of the game weapon for administration, that is, the aiming region, can be determined.
Of course, the pixels of the area corresponding to the blocking area in the art picture can be directly scratched to obtain the processed picture. When the processed picture is mapped to the polar coordinate system, the effective region of the game weapon may be specified and the effective region of the game weapon may be used as the aiming region.
Wherein, after the aiming area is determined, the aiming area can be displayed in the to-be-applied area in the game scene.
Exemplarily, for the obstacle (box) shown in fig. 5, a targeting area as shown in fig. 5 may be obtained. The aiming area is the area obtained after the invalid attack area shown in figure 6 in the fan ring treatment area is removed. In which AB and CD show the two border lines of the box in figure 5.
Therefore, the effective application area of the game weapon can be prompted to the game player, so that the game player can accurately determine the actual attack area of the game weapon, the hit rate of the game player hitting an enemy can be further improved, and the game experience of the game player is improved.
Corresponding to the above method embodiment, an embodiment of the present invention further provides an aiming area display device of a game weapon, and referring to fig. 7, the device may include:
an obtaining module 701, configured to obtain an aiming indication of a game weapon used by a game character;
a first determining module 702, configured to determine an area to be applied of a game weapon in a game scene and an obstacle area in the area to be applied;
a second determining module 703, configured to determine, according to the position of the game character in the game scene, the area to be treated, and the obstacle area, a treatment effective area of the game weapon as an aiming area;
a display module 704 for displaying the aiming area in the to-be-applied area in the game scene.
By applying the device provided by the embodiment of the invention, the electronic equipment can obtain the aiming indication of the game weapon used by the game character, and then can determine the region to be applied of the game weapon in the game scene and the obstacle region in the region to be applied. Then, the application effective area of the game weapon in the application area can be determined according to the position of the game character in the game scene and the determined application area and the obstacle area. And the application effective area is used as an aiming area. The targeting area may then be displayed in the game scene. Thus, the effective application area of the game weapon can be prompted to the game player, so that the hit rate of the game player hitting the enemy can be further improved, and the game experience of the game player can be improved.
Optionally, in this embodiment of the present invention, the second determining module 703 may include:
the first mapping unit is used for mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region; wherein, the pole position of the polar coordinate system is: the position of the game character in the game scene; in a rectangular coordinate system, an X axis represents a polar angle, and a Y axis represents a polar diameter;
a first determination unit configured to determine a region starting from the boundary line of the second region and along the positive direction of the Y axis as a blocking region;
and the second mapping unit is used for mapping the target area of the first area without the blocking area into the polar coordinate system to obtain a dispensing effective area of the game weapon and taking the dispensing effective area as an aiming area.
Optionally, in this embodiment of the present invention, the first determining unit may specifically be configured to:
determining the value range of each boundary line of the second area on the X axis;
marking an area starting from the first boundary line and along the positive direction of the Y axis as a blocking area based on the value range of each boundary line on the X axis; when the value range of one boundary line of the second area on the X axis is covered by the value range of the other boundary line of the second area on the X axis, the other boundary line is the first type boundary line.
Optionally, in this embodiment of the present invention, the first mapping unit may include:
the judging subunit is used for judging whether the barrier area is a polygonal area;
and the first mapping subunit is used for mapping the region to be applied and the obstacle region in the polar coordinate system to the rectangular coordinate system when the obstacle region is a polygonal region, so as to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region.
Optionally, in an embodiment of the present invention, the first mapping unit may include:
the judging subunit is used for judging whether the barrier area is a polygonal area;
the processing subunit is used for processing the obstacle area into a polygonal area when the obstacle area is not the polygonal area;
and the second mapping subunit is used for mapping the region to be processed and the polygonal region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be processed and a second region corresponding to the polygonal region.
Optionally, in another embodiment of the present invention, the first mapping unit may specifically be configured to:
and mapping the region to be applied and the barrier region in the polar coordinate system to a rectangular coordinate system through homogeneous coordinate transformation to obtain a first region corresponding to the region to be applied and a second region corresponding to the barrier region.
Optionally, in another embodiment of the present invention, the first mapping unit is specifically configured to:
and marking the region to be applied and the barrier region in the polar coordinate system to a pixel map of the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the barrier region recorded in the marked picture.
Optionally, in an embodiment of the present invention, the second mapping unit may include:
the removing subunit is used for mapping the target region of the first region from which the blocking region is removed to the polar coordinate system to obtain a construction effective region;
and the first rendering subunit is used for performing highlight rendering on the application effective area to obtain the aiming area.
Optionally, in another embodiment of the present invention, the second mapping unit may include:
the second rendering subunit is used for performing highlight rendering on the target area in the first area, from which the blocking area is removed;
and the third mapping subunit is used for mapping the target area subjected to highlight rendering into a polar coordinate system to obtain a construction effective area, and taking the construction effective area as a targeting area.
Optionally, in this embodiment of the present invention, the first determining module 702 may include:
the second determination unit is used for determining a to-be-applied area of the game weapon in the game scene according to the position of the game character in the game scene and the direction pointed by the aiming indication;
and the third determining unit is used for determining the obstacle area in the area to be treated according to the position of each obstacle in the game scene.
Optionally, in an embodiment of the present invention, the area to be treated may include: a sector ring to-be-applied area, a rectangular to-be-applied area or a circular ring to-be-applied area.
Corresponding to the above method embodiment, an embodiment of the present invention further provides an electronic device, see fig. 8, including a processor 801, a communication interface 802, a memory 803, and a communication bus 804, where the processor 801, the communication interface 802, and the memory 803 complete mutual communication through the communication bus 804;
a memory 803 for storing a computer program;
the processor 801 is configured to implement the method steps of any of the above-described aiming area display methods for a game weapon when executing a program stored in the memory 803.
In an embodiment of the invention, the electronic device may obtain an aiming indication of a game weapon used by a game character, and then may determine a to-be-applied area of the game weapon in a game scene and an obstacle area in the to-be-applied area. Then, the application effective area of the game weapon in the application area can be determined according to the position of the game character in the game scene and the determined application area and the obstacle area. And the application effective area is used as an aiming area. The targeting area may then be displayed in the game scene. Thus, the effective application area of the game weapon can be prompted to the game player, so that the hit rate of the game player hitting the enemy can be further improved, and the game experience of the game player can be improved.
In accordance with the above method embodiment, the present invention further provides a readable storage medium, wherein the readable storage medium stores a computer program, and the computer program is executed by a processor to implement the method steps of the aiming area display method of any game weapon.
After the computer program stored in the readable storage medium provided by the embodiment of the invention is executed by the processor of the electronic device, the electronic device may obtain the aiming indication of the game weapon used by the game character, and then may determine the region to be applied of the game weapon in the game scene and the obstacle region in the region to be applied. Then, the application effective area of the game weapon in the application area can be determined according to the position of the game character in the game scene and the determined application area and the obstacle area. And the application effective area is used as an aiming area. The targeting area may then be displayed in the game scene. Thus, the effective application area of the game weapon can be prompted to the game player, so that the hit rate of the game player hitting the enemy can be further improved, and the game experience of the game player can be improved.
Corresponding to the above method embodiment, an embodiment of the present invention further provides an application program, which when running on an electronic device, causes the electronic device to perform: method steps of a method of displaying a target area of any of the above described game weapons.
After the application program provided by the embodiment of the invention is executed by the processor of the electronic device, the electronic device can obtain the aiming indication of the game weapon used by the game character, and then can determine the region to be applied of the game weapon in the game scene and the obstacle region in the region to be applied. Then, the application effective area of the game weapon in the application area can be determined according to the position of the game character in the game scene and the determined application area and the obstacle area. And the application effective area is used as an aiming area. The targeting area may then be displayed in the game scene. Thus, the effective application area of the game weapon can be prompted to the game player, so that the hit rate of the game player hitting the enemy can be further improved, and the game experience of the game player can be improved.
The communication bus mentioned in the electronic device may be a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The communication bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown, but this does not mean that there is only one bus or one type of bus.
The communication interface is used for communication between the electronic equipment and other equipment.
The Memory may include a Random Access Memory (RAM) or a Non-Volatile Memory (NVM), such as at least one disk Memory. Optionally, the memory may also be at least one memory device located remotely from the processor.
The Processor may be a general-purpose Processor, including a Central Processing Unit (CPU), a Network Processor (NP), and the like; but may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic device, discrete hardware component.
In the above embodiments, the implementation may be wholly or partially realized by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When loaded and executed on a computer, cause the processes or functions described in accordance with the embodiments of the invention to occur, in whole or in part. The computer may be a general purpose computer, a special purpose computer, a network of computers, or other programmable device. The computer instructions may be stored in a computer readable storage medium or transmitted from one computer readable storage medium to another, for example, from one website site, computer, server, or data center to another website site, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, Digital Subscriber Line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device, such as a server, a data center, etc., that incorporates one or more of the available media. The usable medium may be a magnetic medium (e.g., floppy Disk, hard Disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., Solid State Disk (SSD)), among others.
It is noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
All the embodiments in the present specification are described in a related manner, and the same and similar parts among the embodiments may be referred to each other, and each embodiment focuses on the differences from the other embodiments. In particular, as for the apparatus, the electronic device, the readable storage medium and the application program embodiment, since they are substantially similar to the method embodiment, the description is relatively simple, and in relation to the description, reference may be made to part of the description of the method embodiment.
The above description is only for the preferred embodiment of the present invention, and is not intended to limit the scope of the present invention. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention shall fall within the protection scope of the present invention.
Claims (22)
1. A method of displaying a target area of a game weapon, the method comprising:
acquiring aiming instructions of game weapons used by the game character;
determining a to-be-applied area of the game weapon in a game scene and an obstacle area in the to-be-applied area;
determining a playing effective area of the game weapon as a targeting area according to the position of the game character in the game scene, the area to be played and the obstacle area;
displaying the aiming area in the game scene;
the step of determining a playing effective area of the game weapon as a targeting area according to the position of the game character in the game scene, the area to be played and the obstacle area comprises the following steps:
mapping the region to be applied and the obstacle region in the polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region; wherein, the pole position of the polar coordinate system is: a position of the game character in the game scene; in the rectangular coordinate system, an X axis represents a polar angle, and a Y axis represents a polar diameter;
determining a region starting from a boundary line of the second region and along the positive direction of the Y axis as a blocking region;
and mapping the target area of the first area without the blocking area into the polar coordinate system to obtain a fertilization effective area of the game weapon, and taking the fertilization effective area as an aiming area.
2. The method according to claim 1, wherein the step of determining a region starting from the boundary line of the second region and along the positive direction of the Y-axis as a blocking region comprises:
determining the value range of each boundary line of the second area on the X axis;
marking an area starting from the first boundary line and along the positive direction of the Y axis as a blocking area based on the value range of each boundary line on the X axis; when the value range of one boundary line of the second area on the X axis is covered by the value range of the other boundary line of the second area on the X axis, the other boundary line is a first-class boundary line.
3. The method according to claim 1, wherein the step of mapping the region to be applied and the obstacle region in a polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region comprises:
judging whether the barrier area is a polygonal area or not;
and if the region is a polygonal region, mapping the region to be applied and the obstacle region in a polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region.
4. The method according to claim 1, wherein the step of mapping the region to be applied and the obstacle region in a polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region comprises:
judging whether the barrier area is a polygonal area or not;
if the obstacle area is not a polygonal area, processing the obstacle area into a polygonal area;
and mapping the region to be processed and the polygonal region in the polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be processed and a second region corresponding to the polygonal region.
5. The method according to claim 1, wherein the step of mapping the region to be applied and the obstacle region in a polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region comprises:
and mapping the region to be applied and the obstacle region in a polar coordinate system to a rectangular coordinate system through homogeneous coordinate transformation to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region.
6. The method according to claim 1, wherein the step of mapping the region to be applied and the obstacle region in a polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region comprises:
and marking the region to be applied and the obstacle region in the polar coordinate system to a pixel map of a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region, which are recorded in a marking picture.
7. The method of claim 1, wherein the step of mapping the target area of the first area from which the blocking area is removed into the polar coordinate system to obtain a rendering effective area of the game weapon and using the rendering effective area as a targeting area comprises:
mapping a target region of the first region, from which the blocking region is removed, to the polar coordinate system to obtain a construction effective region;
and performing highlight rendering on the application effective area to obtain an aiming area.
8. The method of claim 1, wherein the step of mapping the target area of the first area from which the blocking area is removed into the polar coordinate system to obtain a rendering effective area of the game weapon and using the rendering effective area as a targeting area comprises:
highlighting and rendering a target area in the first area, wherein the blocking area is removed;
and mapping the target area subjected to highlight rendering into the polar coordinate system to obtain a construction effective area, and taking the construction effective area as an aiming area.
9. The method of claim 1, wherein the step of determining the arming area of the gaming weapon in a game scene and the obstacle area in the arming area comprises:
determining a to-be-applied area of the game weapon in the game scene according to the position of the game character in the game scene and the direction pointed by the aiming indication;
and determining the obstacle area in the area to be treated according to the position of each obstacle in the game scene.
10. The method according to any one of claims 1 to 9, wherein the area to be treated comprises: a sector ring to-be-applied area, a rectangular to-be-applied area or a circular ring to-be-applied area.
11. An aiming area display device for a game weapon, the device comprising:
the acquisition module is used for acquiring aiming instructions of game weapons used by game roles;
the first determination module is used for determining a to-be-applied area of the game weapon in a game scene and an obstacle area in the to-be-applied area;
the second determination module is used for determining a law application effective area of the game weapon as an aiming area according to the position of the game character in the game scene, the area to be law applied and the obstacle area;
a display module for displaying the aiming area in the game scene;
the second determining module includes:
the first mapping unit is used for mapping the region to be applied and the obstacle region in the polar coordinate system to a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region; wherein, the pole position of the polar coordinate system is: a position of the game character in the game scene; in the rectangular coordinate system, an X axis represents a polar angle, and a Y axis represents a polar diameter;
a first determination unit configured to determine a region starting from a boundary line of the second region and along the positive direction of the Y axis as a blocking region;
and the second mapping unit is used for mapping the target area of the first area, from which the blocking area is removed, into the polar coordinate system to obtain a dispensing effective area of the game weapon, and taking the dispensing effective area as an aiming area.
12. The apparatus according to claim 11, wherein the first determining unit is specifically configured to:
determining the value range of each boundary line of the second area on the X axis;
marking an area starting from the first boundary line and along the positive direction of the Y axis as a blocking area based on the value range of each boundary line on the X axis; when the value range of one boundary line of the second area on the X axis is covered by the value range of the other boundary line of the second area on the X axis, the other boundary line is a first-class boundary line.
13. The apparatus of claim 11, wherein the first mapping unit comprises:
the judging subunit is used for judging whether the barrier area is a polygonal area;
and the first mapping subunit is used for mapping the region to be applied and the obstacle region in the polar coordinate system to a rectangular coordinate system when the obstacle region is a polygonal region, so as to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region.
14. The apparatus of claim 11, wherein the first mapping unit comprises:
the judging subunit is used for judging whether the barrier area is a polygonal area;
a processing subunit, configured to process the obstacle area into a polygonal area when the obstacle area is not a polygonal area;
and the second mapping subunit is used for mapping the region to be applied and the polygonal region in the polar coordinate system to the rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the polygonal region.
15. The apparatus according to claim 11, wherein the first mapping unit is specifically configured to:
and mapping the region to be applied and the obstacle region in a polar coordinate system to a rectangular coordinate system through homogeneous coordinate transformation to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region.
16. The apparatus according to claim 11, wherein the first mapping unit is specifically configured to:
and marking the region to be applied and the obstacle region in the polar coordinate system to a pixel map of a rectangular coordinate system to obtain a first region corresponding to the region to be applied and a second region corresponding to the obstacle region, which are recorded in a marking picture.
17. The apparatus of claim 11, wherein the second mapping unit comprises:
the removing subunit is used for mapping the target region of the first region from which the blocking region is removed to the polar coordinate system to obtain a construction effective region;
and the first rendering subunit is used for performing highlight rendering on the application effective area to obtain the aiming area.
18. The apparatus of claim 11, wherein the second mapping unit comprises:
the second rendering subunit is used for performing highlight rendering on the target area, of the first area, of which the blocking area is removed;
and the third mapping subunit is used for mapping the target area subjected to highlight rendering into the polar coordinate system to obtain a construction effective area, and taking the construction effective area as a targeting area.
19. The apparatus of claim 11, wherein the first determining module comprises:
the second determination unit is used for determining a to-be-applied area of the game weapon in the game scene according to the position of the game character in the game scene and the direction pointed by the aiming indication;
and the third determining unit is used for determining the obstacle area in the area to be treated according to the position of each obstacle in the game scene.
20. The device according to any one of claims 11-19, wherein the area to be administered comprises: a sector ring to-be-applied area, a rectangular to-be-applied area or a circular ring to-be-applied area.
21. An electronic device is characterized by comprising a processor, a communication interface, a memory and a communication bus, wherein the processor and the communication interface are used for realizing mutual communication by the memory through the communication bus;
a memory for storing a computer program;
a processor for implementing the method steps of any one of claims 1 to 10 when executing a program stored in the memory.
22. A readable storage medium, characterized in that a computer program is stored in the readable storage medium, which computer program, when being executed by a processor, carries out the method steps of any one of claims 1-10.
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CN201811623948.7A CN109731326B (en) | 2018-12-28 | 2018-12-28 | Aiming area display method and device of game weapon and electronic equipment |
PCT/CN2019/088140 WO2020133894A1 (en) | 2018-12-28 | 2019-05-23 | Method and apparatus for displaying aiming region of game weapon, and electronic device |
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CN111330271A (en) * | 2020-02-24 | 2020-06-26 | 竞技世界(北京)网络技术有限公司 | Display method and device of prompt area |
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CN107875630B (en) * | 2017-11-17 | 2020-11-24 | 杭州电魂网络科技股份有限公司 | Rendering area determination method and device |
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