CN114522419A - Method, device, equipment and medium for presenting scattering scene in shooting game - Google Patents

Method, device, equipment and medium for presenting scattering scene in shooting game Download PDF

Info

Publication number
CN114522419A
CN114522419A CN202011322677.9A CN202011322677A CN114522419A CN 114522419 A CN114522419 A CN 114522419A CN 202011322677 A CN202011322677 A CN 202011322677A CN 114522419 A CN114522419 A CN 114522419A
Authority
CN
China
Prior art keywords
scattering
current
information
shooting
scene
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202011322677.9A
Other languages
Chinese (zh)
Inventor
王志远
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Shanghai Mihoyo Tianming Technology Co Ltd
Original Assignee
Shanghai Mihoyo Tianming Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shanghai Mihoyo Tianming Technology Co Ltd filed Critical Shanghai Mihoyo Tianming Technology Co Ltd
Priority to CN202011322677.9A priority Critical patent/CN114522419A/en
Publication of CN114522419A publication Critical patent/CN114522419A/en
Pending legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Abstract

The application discloses a scattering scene presenting method, a scattering scene presenting device, scattering scene presenting equipment and a scattering scene presenting medium in a shooting game. Monitoring the current game state of a game role in the current frame of a scattering scene; determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame; and controlling the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information. By using the method, the influence of the current game state of the current frame and the scattering information of the previous frame on the current scattering information under the current frame in a scattering scene is considered, so that the influence on the presentation effect of the aiming range of the shooting sight when the scattering information is determined only through a scattering curve in the prior art is avoided, the aiming range of the shooting sight can present a smooth variation trend, and the visual experience of a player is improved on the basis of ensuring that the occupation amount of computing resources is not increased.

Description

Method, device, equipment and medium for presenting scattering scene in shooting game
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, a device, and a medium for rendering a scattering scene in a shooting game.
Background
With the rapid development of the information era, the configuration of terminal equipment such as computers, tablets, mobile phones and the like is improved, and the game industry is greatly improved. Currently, various large game manufacturers develop different types of game applications, such as third-person shooter games.
For the third person named shooting game, a player can select a game character to shoot, and the player can operate the game character to shoot. Meanwhile, the player can also select shooting equipment for shooting, and different shooting scenes can be presented when different shooting equipment is adopted for fighting. A scattering scene is a common shooting scene. One characteristic of a scattering scene is: in the shooting process, the aiming range of the shooting sight changes along with the increase of the number of bullets shot by the game role continuously, the aiming range of the shooting sight is equivalent to a visual presentation of a scattering range of a scattering scene, namely, in the scattering scene, the scattering range changes along with the increase of the continuous shooting times of the shooting equipment, and after the shooting is stopped, the aiming range (namely, the scattering range) gradually restores to the original value.
For the change of the scattering range in the scattering scene, the prior art mainly realizes that a scattering curve representing the association relationship between the number of bullets shot continuously and the scattering range is determined, the scattering range is controlled to change along with the increase of the number of the bullets based on the scattering curve when the bullets are shot, the number of the bullets shot continuously is decreased linearly from a current value to 0 by default after the shot is stopped, and the scattering range is finally restored to the original value along with the change of the number of the bullets according to the scattering curve in the process.
The inventors found in prior art implementations that the following problems exist: when the scattering range is changed, one or more lines exist in the scattering curve according to which the number of bullets is increased but the scattering range is kept unchanged, and when the scattering curve has the characteristics, the problem that the scattering range is unchanged within a period of time exists in the process of recovering the scattering range.
Disclosure of Invention
In view of this, embodiments of the present application provide a method, an apparatus, a device, and a medium for presenting a scattering scene in a shooting game, so as to implement smooth change of a scattering range in the shooting game.
In a first aspect, an embodiment of the present application provides a method for presenting a scattering scene in a shooting game, including:
monitoring the current game state of a game role in the current frame of the scattering scene, wherein the game state comprises shooting stopping and shooting in a gun;
determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame;
and controlling the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information.
Further, the determining, according to the current game state and the previous game state, current scattering information of the scattering scene under the current frame includes:
acquiring a previous game state of the game role in a previous frame of the scattering scene, and acquiring previous scattering information of the scattering scene in the previous frame;
if the current game state is shooting stopping, determining current scattering information of the scattering scene under the current frame according to the previous scattering information and a range recovery rule corresponding to the previous game state;
if the current game state is shooting, determining current scattering information of the scattering scene under the current frame according to the previous game state and the previous scattering information passing range expansion rule;
wherein the range restoration rule is different from the range expansion rule.
Further, determining the current scattering information of the scattering scene under the current frame according to the previous scattering information and a range recovery rule corresponding to the previous game state, including:
if the last game state is shooting stopping, obtaining predetermined scattering recovery information;
if the last game state is shooting, determining scattering recovery information for scattering recovery according to the last scattering information;
and determining current scattering information of the scattering scene under the current frame according to the previous scattering information and the determined scattering recovery information.
Further, the determining the scattering recovery information for scattering recovery according to the previous scattering information includes:
determining the quotient of the last scattering range value in the last scattering information and the set range recovery speed as the recovery required time length of the scattering recovery;
determining the quotient of the previous scattering bullet quantity in the previous scattering information and the time length required by the recovery as the bullet quantity recovery speed of the scattering recovery;
and taking the range recovery speed and the elastic quantity recovery speed as scattering recovery information for scattering recovery.
Further, the determining, according to the previous scattering information and the determined scattering recovery information, current scattering information of the scattering scene under the current frame includes:
extracting a previous scattering range value and a previous scattering bomb quantity in the previous scattering information, and extracting a range recovery speed and a bomb quantity recovery speed in the scattering recovery information;
determining a first product value of the range recovery speed and a set interval threshold value and a second product value of the shot size recovery speed and the set interval threshold value;
taking the difference value between the last scattering range value and the first product value as a current scattering range value, and taking the difference value between the last scattering bomb quantity and the second product value as a current scattering bomb quantity;
and determining the current scattering range value and the current scattering elastic quantity as the current scattering information of the scattering scene under the current frame.
Further, the determining, according to the previous game state and the previous scattering information passing range expansion rule, current scattering information of the scattering scene under the current frame includes:
if the last game state is shooting stopping, determining the last scattering information as the current scattering information of the scattering scene in the current frame; alternatively, the first and second electrodes may be,
and determining the current scattering information of the scattering scene in the current frame according to the previous scattering information and preset scattering associated information.
Further, the determining, according to the previous scattering information and preset scattering associated information, current scattering information of the scattering scene under the current frame includes:
extracting the previous scattering bomb quantity in the previous scattering information, and adding 1 to the previous scattering bomb quantity to serve as the current scattering bomb quantity;
searching preset scattering associated information, and determining a target range value matched with the current scattering bomb quantity as a current scattering range value;
and determining the current scattering range value and the current scattering elastic quantity as the current scattering information of the scattering scene under the current frame.
Further, the controlling the shooting sight bead in the scattering scene to be presented with the aiming range corresponding to the current scattering information includes:
acquiring an equipment coordinate point of shooting equipment held by the game role and a sight bead central point of a shooting sight bead in the scattering scene, and extracting a current scattering range value in the current scattering information;
and determining the aiming range of the shooting sight in the scattering scene according to the equipment coordinate point, the sight center point and the current scattering range value, and highlighting the aiming range in a set form.
Further, the determining, according to the equipment coordinate point, the sight center point, and the current scattering range value, a sighting range of the shooting sight in the scattering scene includes:
connecting the equipment coordinate point and the sight bead coordinate point to form a shooting reference line, and determining a shooting edge line set which passes through the equipment coordinate point and has an included angle with the shooting reference line as the current scattering range value;
determining a circular area formed by the intersection of each shooting edge line in the shooting edge line set and a plane to which the shooting sight belongs;
and taking the circular area as an aiming range of the shooting sight in the scattering scene.
In a second aspect, an embodiment of the present application provides a scattering scene presenting device in a shooting game, including:
the state monitoring module is used for monitoring the current game state of the game role in the current frame of the scattering scene, wherein the game state comprises shooting stopping and shooting in a gun;
the information determining module is used for determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame;
and the effect presentation module is used for controlling the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information.
In a third aspect, an embodiment of the present application further provides a computer device, including:
a memory and one or more processors;
the memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the method for scatter scene presentation in a shooting game as described in the first aspect above.
In a fourth aspect, embodiments of the present application further provide a storage medium containing computer-executable instructions for performing the method for scatter scene rendering in a shooting game according to the first aspect when executed by a computer processor.
According to the method, the device, the equipment and the medium for presenting the scattering scene in the shooting game, the current game state of a game role in the current frame of the scattering scene is monitored, then the current scattering information of the scattering scene under the current frame is determined according to the current game state and the previous scattering information of the scattering scene in the previous frame, and finally the shooting sight in the scattering scene is controlled to be presented in the aiming range corresponding to the current scattering information. According to the technical scheme of the embodiment, when the player controls the game role to be in the scattering scene, the current scattering information matched with the current game state can be determined in real time according to the current game state of the game role under the current frame of the scattering scene and by combining the previous scattering information of the scattering scene in the previous frame. Compared with the prior art, the method and the device have the advantages that the influence of the current game state of the current frame and the scattering information of the previous frame on the current scattering information of the current frame in the scattering scene is considered, so that the influence on the display effect of the aiming range of the shooting sight when the scattering information is determined only through a scattering curve in the prior art is avoided, the aiming range of the shooting sight can display a smooth change trend, and the visual experience of a player is improved on the basis of ensuring that the occupation amount of computing resources is not increased.
Drawings
Other features, objects and advantages of the present application will become more apparent upon reading of the following detailed description of non-limiting embodiments thereof, made with reference to the accompanying drawings in which:
fig. 1 is a schematic flowchart illustrating a method for presenting a scattering scene in a shooting game according to an embodiment of the present disclosure;
fig. 2 is a schematic flow chart illustrating a method for presenting a scattering scene in a shooting game according to a second embodiment of the present invention;
fig. 2a is a flow chart illustrating an implementation of the determination of the aiming range of the shooting sight in the method for presenting the scattering scene in the shooting game according to the second embodiment of the present invention;
fig. 3 is a block diagram illustrating a structure of a scattering scene presenting device in a shooting game according to a third embodiment of the present application;
fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings. It should be understood that the embodiments described are only a few embodiments of the present application, and not all 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 application.
When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the application, as detailed in the claims that follow.
In the description of the present application, it is to be understood that the terms "first," "second," "third," and the like are used solely for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order, nor should be construed to indicate or imply relative importance. The specific meaning of the above terms in the present application can be understood by those of ordinary skill in the art as appropriate. Further, in the description of the present application, "a plurality" means two or more unless otherwise specified. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
Example one
Fig. 1 is a schematic flow chart of a method for presenting a scattering scene in a shooting game, which is provided in an embodiment of the present application, and is suitable for presenting a scattering scene in which a game character is located in shooting battles. The method can be executed by computer equipment loaded with shooting game software, the scattering scene presenting method in the shooting game can be integrated in the loaded shooting game software as a plug-in, and the method is realized by running the shooting game software, and the computer equipment can be formed by two or more physical entities or one physical entity. Generally, the computer device may be a notebook, a desktop computer, a smart tablet, and the like.
It should be noted that, the application environment of the method for implementing the scattering scene presentation in the shooting game according to the present embodiment may be described as follows: the player selects a game character and shooting equipment, and the selected shooting equipment has scattering characteristics, so that after the player controls the game character to start shooting, the game character equivalently enters a scattering scene (namely, the range presented by the shooting sight changes when shooting continuously). In the existing implementation scheme, after entering a scattering scene, the aiming range of the shooting sight during continuous shooting changes correspondingly along with a preset scattering curve through the increase of the number of times of continuously shooting bullets, and when stopping shooting, the aiming range of the shooting sight also changes correspondingly along with the scattering curve in the process of linearly restoring the number of the bullets to 0. In this way, after the shooting is stopped, the aiming range of the shooting sight has a problem that the aiming range does not meet the expected effect of the player.
The method for presenting the scattering scene in the shooting game can achieve the visual effect of smoothly presenting the aiming range of the shooting sight, so as to overcome the problems in the prior art.
As shown in fig. 1, a method for presenting a scattering scene in a shooting game provided in this embodiment specifically includes the following steps:
s101, monitoring the current game state of the game role in the current frame of the scattering scene.
In this embodiment, the game character may be a character that is selected by a user (game player) in advance after entering the shooting game, and various actions of the game character in the game are controlled by the user through input of information. For example, the user may control the actions of the game character through control information input through input devices such as a keyboard, a mouse, and a touch panel. The embodiment may preferably consider that the shooting equipment has been selected by the player's control and the game shooting session has been entered before this step is performed.
In this embodiment, when the shooting characteristics of the shooting equipment have scattering characteristics, the game character equipped with the shooting equipment enters a scattering scene in a game shooting link, and the scattering scene is characterized in that the aiming range of the shooting sight presented on the screen can be changed along with the change of the number of bullets launched by the game character. Meanwhile, it should be noted that, in consideration of the real-time performance of the shooting game, the present embodiment collects information and alternates the game scene in units of frames, and therefore, the method provided by the present embodiment is performed in every frame of the scattering scene.
Specifically, the step is equivalent to monitoring an operation instruction sent by a game player to a game character in real time, and the current game state of the game character relative to the operation instruction under the current frame of the scattering scene is obtained by monitoring the operation instruction. It can be known that, in the present embodiment, the game state of the game character at least includes shooting and stopping shooting, and both shooting and stopping shooting can be regarded as the state of the game character in one game frame, and the game state in the current frame is referred to as the current game state in the present embodiment.
S102, determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame.
It can be known that the current game state of the game character determines what the scattering range should be changed in the scattering scene under the current frame. If the current game state is shooting stopping, changing the scattering scene from the scattering range to the initial state, wherein in the changing recovery process, the aiming range of the shooting sight is presented in a reduction trend; if the current game state is shooting at gun, the scattering range of the scattering scene needs to be expanded and changed, and the aiming range of the shooting sight appears in an expansion trend in the expansion and change process.
In this embodiment, the previous scattering information may be specifically understood as information for identifying a scattering scene related to a scattering range change in a previous frame, and the current scattering information may be specifically understood as information for identifying a scattering scene related to a scattering range change in a current frame, where the scattering information may preferably include a scattering range value of the scattering scene and a corresponding bullet amount of the frame in a shooting state.
In the existing implementation scheme for controlling the change of the scattering range, when the game state is determined to be the state of stopping shooting and recovering the change, the scattering range value corresponding to the current frame is still directly determined according to a preset scattering curve, finally, the shooting sight is controlled to present the corresponding state through the scattering range value, when the scattering curve comprises parallel line segments, namely, the scattering range value stops changing within a period of time, the problem that the aiming range of the shooting sight is always presented in the same size within a period of time through the scattering recovery realized by the existing mode exists, and the presentation mode provides a player with the experience of blocking the change process of the scattering range.
In order to solve the above problems, the present embodiment provides a method capable of enabling a scattering range in a scattering scene to change smoothly in a recovery stage, and specifically, the present embodiment considers that previous scattering information determined in combination with a previous frame is combined with a current game state to determine current scattering information that the scattering scene may have in a current frame in a case-by-case manner, so that the scattering range value determination in the current scattering information does not depend on a scattering curve any more, but determines a more matched value based on the previous scattering information.
In this step, there are two possibilities for the current game state, if the current game state is shooting stop, it is equivalent to that the scattering range in the scattering scene is in the recovery stage, and the current frame is equivalent to performing recovery operation on the scattering range, and the linear change can also be regarded as a smooth change. One exemplary implementation of this step may be described as: consider first determining a recovery information, such as a recovery speed, for linear recovery and then combining the recovery information to update the previous scattering information to form the current scattering information for the current frame.
S103, controlling the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information.
In this embodiment, after the current scattering information corresponding to the scattering scene under the current frame is determined through S102, the step may determine the association relationship between the current scattering information and the aiming range, thereby determining a picture area to be presented, and controlling the picture area as the aiming range of the shooting sight.
According to the scattering scene presenting method in the shooting game, when a player controls a game role to be in a scattering scene, current scattering information matched with the current game state can be determined in real time according to the current game state of the game role under the current frame of the scattering scene and by combining with previous scattering information of the scattering scene in the previous frame. Compared with the prior art, the method and the device have the advantages that the influence of the current game state of the current frame and the scattering information of the previous frame on the current scattering information of the current frame in a scattering scene is considered, so that the influence on the presentation effect of the aiming range of the shooting sight when the scattering information is determined only through a scattering curve in the prior art is avoided, the aiming range of the shooting sight can present a smooth change trend, and the visual experience of a player is improved on the basis of ensuring that the occupation amount of computing resources is not increased.
Example two
Fig. 2 is a schematic flow chart of a method for presenting a scattering scene in a shooting game according to a second embodiment of the present invention, where the second embodiment is optimized based on the above-mentioned embodiment, and in this embodiment, it is further determined that current scattering information of the scattering scene in the current frame is specified according to the current game state and previous scattering information of the scattering scene in a previous frame as follows: acquiring a previous game state of the game role in a previous frame of the scattering scene, and acquiring previous scattering information of the scattering scene in the previous frame; if the current game state is shooting stopping, determining current scattering information of the scattering scene under the current frame according to the previous scattering information and a range recovery rule corresponding to the previous game state; if the current game state is shooting, determining current scattering information of the scattering scene under the current frame according to the previous game state and the previous scattering information passing range expansion rule; wherein the range restoration rule is different from the range expansion rule.
Meanwhile, on the basis of the optimization, the embodiment further embodies that the shooting sight in the scattering scene is controlled to be presented in the aiming range corresponding to the current scattering information as follows: acquiring an equipment coordinate point of shooting equipment held by the game role and a sight bead central point of a shooting sight bead in the scattering scene, and extracting a current scattering range value in the current scattering information; and determining the aiming range of the shooting sight in the scattering scene according to the equipment coordinate point, the sight center point and the current scattering range value, and highlighting the aiming range in a set form.
As shown in fig. 2, a method for presenting a scattering scene in a shooting game provided by the second embodiment of the present invention specifically includes the following operations:
s201, monitoring the current game state of the game role in the current frame of the scattering scene.
In this embodiment, the following steps S202 to S204 show a case determination process of the current scattering information.
S202, acquiring the last game state of the game role in the last frame of the scattering scene.
In this embodiment, the determination of the current scattering information of the scattering scene in the current frame is related to the current game state, and whether the current frame should perform a recovery operation or an expansion operation on the scattering range of the scattering scene may be determined according to the current game state, so as to obtain the corresponding scattering information in different operations. For example, when the current game state stops shooting, the scattering range may be determined to be restored, and when the current game state is shooting at gun, the scattering range may be determined to be expanded.
In this embodiment, after determining what kind of operation should be performed on the scattering range in the scattering scene according to the current game state, the obtaining operation of the previous game state may be further optimized and increased, so as to determine how to combine with the previous scattering information according to the previous game state to determine the current scattering information. The step realizes the acquisition of the last game state. The last game state can be specifically understood as a state that the game character has in the last frame according to the control command input by the player, and the last game state can also be a shooting stop or a shooting open.
S203, if the current game state is shooting stopping, determining the current scattering information of the scattering scene under the current frame according to the previous scattering information and a range recovery rule corresponding to the previous game state.
Based on the above description, if the current game state is shooting stop, it may be considered that a scattering range recovery operation should be performed for the scattering scene under the current game state.
Further, in this embodiment, the determining, according to the previous scattering information and a range recovery rule corresponding to the previous game state, the current scattering information of the scattering scene under the current frame is embodied as:
a. and if the last game state is shooting stopping, obtaining predetermined scattering recovery information.
b. And if the last game state is shooting, determining scattering recovery information for scattering recovery according to the last scattering information.
c. And determining current scattering information of the scattering scene under the current frame according to the previous scattering information and the determined scattering recovery information.
When the current game state is in the shooting stop state and the scattering range recovery operation is required, the scattering recovery information required by the scattering range recovery operation can be determined according to the specific content of the previous game state. When the scattering range is restored, the required scattering restoration information may include a range restoration speed for realizing smooth restoration of the scattering range and a bullet quantity restoration speed corresponding to the bullet quantity associated with the scattering range.
In this embodiment, it may be determined that different acquisition manners are used to acquire the scattering recovery information according to different previous game states, specifically, when the previous game state is shooting stop, it may be considered that the scattering scene performed in the previous frame and the current frame are all scattering range recovery operations, and it may be considered that the scattering scene recovery operations are performed continuously in the previous frame and the current frame, at this time, the scattering recovery information used when the previous frame performs the recovery operations may be directly acquired, and the scattering recovery information may be regarded as pre-stored information in the current frame.
Further, when the previous game state is shooting at a gun, it can be considered that the scattering scene was subjected to the scattering range enlarging operation at the previous frame, and in this case, when the current game state is stopping shooting, it is necessary to newly determine the scattering recovery information required for the scattering recovery, and thus, it is necessary to newly determine the scattering recovery information through step b.
And c, after the scattering recovery information is obtained in the step a or the step b, determining the current scattering information corresponding to the scattering range under the current frame when the scattering range is recovered according to the previous scattering information and the scattering recovery information.
On the basis of the above optimization, this embodiment further embodies the "determining the scattering recovery information for scattering recovery according to the previous scattering information" in step b above as follows:
b1, determining the quotient of the last scattering range value in the last scattering information and the set range recovery speed as the required time length for the recovery of the scattering recovery.
In the present embodiment, the range recovery speed is configured in advance, and the range recovery speed may be related to the game level or skill of the player in the shooting game, for example, the shot recovery speed may also increase with the increase of the game level of the player, or may be a predetermined constant value.
When the last game state is determined to be shooting at a gun, and the current game state is shooting at a stop, which is equivalent to that the current game state triggers the recovery operation of the scattering range, in order to realize smooth recovery of the scattering range, the embodiment can calculate the time length required by the final recovery of the scattering range from the last scattering range value to the initial value by combining with the known range recovery speed when the game state is switched from shooting at the gun to shooting at the stop, and record the time length required by the recovery.
b2, determining the quotient of the previous scattering bullet quantity in the previous scattering information and the time length required by the recovery as the bullet quantity recovery speed of the scattering recovery.
In a scattering scene, when the scattering range is restored, the amount of the scattered bomb is also restored, and the restoration speeds of the scattered bomb and the scattered bomb are the same, so that after the time length required for restoration corresponding to the scattering range is determined, on the basis of knowing the amount of the previous scattered bomb, the bomb amount restoration speed which the amount of the scattered bomb should have when the scattering range is restored can be determined.
b3, using the range recovery speed and the elastic quantity recovery speed as scattering recovery information for scattering recovery.
In this embodiment, the obtained range recovery speed and the determined spring recovery speed are collectively referred to as the scattering recovery information. It can be understood that, if the game character in the continuous frames is always in the shooting stop state, the scattering recovery information used in the scattering recovery in each frame only needs to be re-determined by the above steps in the embodiment when the game character is switched from the shooting start state to the shooting stop state, and the previously determined scattering recovery information can be directly obtained in the rest of the continuous frames until the game character is switched from the shooting stop state to the shooting start state again.
Meanwhile, in this embodiment, the step c "determining the current scattering information of the scattering scene under the current frame according to the previous scattering information and the determined scattering recovery information" is further embodied as:
c1, extracting the last scattering range value and the last scattered bullet quantity in the last scattering information, and extracting the range recovery speed and the bullet quantity recovery speed in the scattering recovery information.
In this embodiment, the scattering information specifically includes a scattering range value and a corresponding amount of the scatterer, and in this step, a previous scattering range value and a previous amount of the scatterer included in the previous scattering information may be extracted, and a range recovery speed and an amount recovery speed included in the scattering recovery information may also be obtained.
c2, determining a first product value of the range recovery speed and a set interval threshold value, and a second product value of the bullet quantity recovery speed and the set interval threshold value.
In this embodiment, the influence of the time interval between frames on the scatter recovery is mainly taken into consideration, and thus the scattering range value and the change in the amount of the scatter bomb occurring at the time interval (set interval threshold) between the previous frame and the current frame are determined by this step, the first product value corresponds to the increment value of the scattering range value at the set interval threshold, and the second product value corresponds to the increment value of the amount of the scatter bomb at the set interval threshold.
c3, taking the difference value of the last scattering range value and the first product value as the current scattering range value, and taking the difference value of the last scattering range value and the second product value as the current scattering bomb quantity.
In this embodiment, the operation of restoring the scattering range is considered as a process of smoothly reducing the scattering range and the amount of the scattering bullet, so that the current scattering range value and the current amount of the scattering bullet that should be corresponding to the current frame can be obtained by making a difference between the previous scattering range value and the first product value and making a difference between the previous scattering range value and the second product value.
c4, determining the current scattering range value and the current scattering elasticity quantity as the current scattering information of the scattering scene under the current frame.
S204, if the current game state is shooting, determining the current scattering information of the scattering scene under the current frame according to the previous game state and the previous scattering information passing range expansion rule.
In this embodiment, if the current game state is shooting at a gun, it may be considered that the current game state should be a scattering scene for performing scattering expansion operation, and in this step, when the current game state is determined as shooting at a gun, the current scattering information may be determined based on the range expansion rule corresponding to the current game state in combination with the previous scattering information according to a difference between previous game states, for example, shooting at a gun may be possible, and shooting may also be stopped. It can be known that, in the embodiment, the range recovery rule corresponding to the different previous game state when the scattering range is recovered is different from the range expansion rule corresponding to the different previous game state when the scattering range is expanded.
For example, when the current game state is shooting at a gun, if the previous game state is also shooting at a gun, the game character in the scattering scene may be considered to be in a continuous shooting state, and if the previous game state is stopping shooting, the game character in the scattering scene may be considered to be shifted from stopping shooting to shooting at a gun.
When the shooting state is in a continuous shooting state, the scattering range under the scattering scene can be considered to be expanded conventionally, and at the moment, the current scattering information of the scattering scene under the current frame can be determined directly according to a preset scattering curve by adopting the existing mode. The scattering curve can be specifically understood as a curve for identifying the correlation between the scattering range and the amount of the scattering bullets, and the scattering curve can also be preset by a game designer, and can also be modified according to the game grade of a player or special skills carried when shooting games.
When the gun is in a state of stopping shooting and turning on the gun, the current scattering information can be determined directly by adopting the existing mode, and the previous scattering information can be directly used as the current scattering information by temporarily expanding the scattering range.
Further, in this embodiment, the determining, according to the previous game state and the previous scattering information passing range expansion rule, the current scattering information of the scattering scene under the current frame is embodied as:
if the last game state is shooting stopping, determining the last scattering information as the current scattering information of the scattering scene in the current frame; or, determining the current scattering information of the scattering scene in the current frame according to the previous scattering information and preset scattering associated information.
In this embodiment, the scattering related information may be understood as related relationship information identified by a preset scattering curve for a scattering range and a scattering bomb amount.
On the basis of the optimization, the determination of the current scattering information of the scattering scene in the current frame according to the previous scattering information and the preset scattering associated information may be embodied as:
d1, extracting the previous scattering bullet quantity in the previous scattering information, and adding 1 to the previous scattering bullet quantity to be used as the current scattering bullet quantity;
d2, searching preset scattering associated information, and determining a target range value matched with the current scattering bomb quantity as a current scattering range value;
d3, determining the current scattering range value and the current scattering bullet quantity as the current scattering information of the scattering scene under the current frame.
The following S205 and S206 of the present embodiment implement an operation of controlling the shooting sight to perform corresponding aiming range presentation in real time based on the current scattering information.
S205, acquiring an equipment coordinate point of shooting equipment held by the game role and a sight bead central point of a shooting sight bead in the scattering scene, and extracting a current scattering range value in the current scattering information.
In the present embodiment, the equipment coordinate point of the shooting equipment can be regarded as the position coordinate of the muzzle of the shooting equipment in the game world coordinate system; the sight center of the shooting sight can be regarded as the position coordinates of the shooting sight presented on the screen, which can also be represented in the game world coordinate system. The game world coordinate system can be regarded as a three-dimensional space coordinate system, and the screen where the shooting sight is positioned can be regarded as a plane perpendicular to the horizontal plane in the game world coordinate system.
S206, according to the equipment coordinate point, the sight center point and the current scattering range value, determining the aiming range of the shooting sight in the scattering scene, and highlighting the aiming range in a set form.
In this embodiment, the scattering range value in the scattering information can be regarded as an angle value between a shooting connection line formed by the muzzle of the shooting equipment and the center point of the shooting sight and a ray passing through the muzzle of the shooting equipment.
Considering that the position coordinate (equipment coordinate point) of the muzzle of the shooting equipment is a space coordinate point, and there are countless rays which pass through the equipment coordinate point and form an included angle with the shooting connecting line as a scattering range value, the intersection points of the countless rays and the screen plane can form a circular range, and the circular range can be regarded as the aiming range which the shooting sight in the embodiment should present.
The embodiment may render the aiming range by using a specific sight rendering method, so that the player shows different aiming ranges along with the change of the scattering range in the scattering scene.
On the basis of the above embodiment, fig. 2a is a flowchart illustrating an implementation of the determination of the aiming range of the shooting sight in the method for presenting the scattering scene in the shooting game according to the second embodiment of the present invention. As shown in fig. 2a, the embodiment specifically optimizes the determination of the aiming range of the shooting sight in the scattering scene according to the equipment coordinate point, the sight center point and the current scattering range value, and highlights the aiming range in a set form as follows:
s2061, connecting the equipment coordinate point and the sight bead coordinate point to form a shooting reference line, and determining a shooting edge line set which passes through the equipment coordinate point and has an included angle with the shooting reference line as the current scattering range value.
S2062, determining a circular area formed by the intersection of each shooting edge line in the shooting edge line set and the plane of the shooting sight bead.
And S2063, taking the circular area as the aiming range of the shooting sight in the scattering scene.
The method for determining the impact point position in the shooting game provided by the embodiment of the invention embodies the determination operation of the current scattering information, for example, the influence of the current game state and the previous game state on the determination of the current scattering information is specifically considered; meanwhile, the presentation process of the aiming range of the shooting sight is embodied, for example, the aiming range can be effectively presented through the current scattering range value in the current scattering information. When the player controls the game role to be in the scattering scene, the current scattering information matched with the current game state can be determined in real time according to the current game state of the game role under the current frame of the scattering scene and by combining the previous scattering information of the scattering scene in the previous frame. Compared with the prior art, the method and the device have the advantages that the influence of the current game state of the current frame and the scattering information of the previous frame on the current scattering information of the current frame in the scattering scene is considered, so that the influence on the display effect of the aiming range of the shooting sight when the scattering information is determined only through a scattering curve in the prior art is avoided, the aiming range of the shooting sight can display a smooth change trend, and the visual experience of a player is improved on the basis of ensuring that the occupation amount of computing resources is not increased.
EXAMPLE III
Fig. 3 is a block diagram of a scattering scene presenting apparatus in a shooting game according to a third embodiment of the present application, where the apparatus is suitable for presenting a scattering scene in which a game character is located during shooting battles, and can be executed by a computer device loaded with shooting game software. As shown in fig. 3, the apparatus includes: a status listening module 31, an information determining module 32, and an effect presenting module 33.
The state monitoring module 31 is configured to monitor a current game state of a game role in a current frame of a scattering scene;
an information determining module 32, configured to determine, according to the current game state and previous scattering information of the scattering scene in a previous frame, current scattering information of the scattering scene in the current frame;
and the effect presenting module 33 is configured to control the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information.
According to the scattering scene presenting device in the shooting game, when a player controls a game role to be in a scattering scene, current scattering information matched with the current game state can be determined in real time according to the current game state of the game role under the current frame of the scattering scene and by combining with previous scattering information of the scattering scene in the previous frame. Compared with the prior art, the method and the device have the advantages that the influence of the current game state of the current frame and the scattering information of the previous frame on the current scattering information of the current frame in the scattering scene is considered, so that the influence on the display effect of the aiming range of the shooting sight when the scattering information is determined only through a scattering curve in the prior art is avoided, the aiming range of the shooting sight can display a smooth change trend, and the visual experience of a player is improved on the basis of ensuring that the occupation amount of computing resources is not increased.
Further, the information determining module 32 may specifically include:
the information acquisition unit is used for acquiring the previous game state of the game role in the previous frame of the scattering scene and acquiring the previous scattering information of the scattering scene in the previous frame;
the first execution unit is used for determining the current scattering information of the scattering scene under the current frame according to the previous scattering information and a range recovery rule corresponding to the previous game state when the current game state is shooting stopping;
the second execution unit is used for determining the current scattering information of the scattering scene under the current frame according to the previous game state and the previous scattering information passing range expansion rule when the current game state is shooting;
wherein the range restoration rule is different from the range expansion rule.
Further, the first execution unit includes:
a first determining subunit, configured to obtain predetermined scattering recovery information when the last game state is a shooting stop state;
the second determining subunit is used for determining scattering recovery information for scattering recovery according to the previous scattering information when the previous game state is shooting;
and a third determining subunit, configured to determine, according to the previous scattering information and the determined scattering recovery information, current scattering information that the scattering scene has under the current frame.
Further, the second determining subunit may be specifically configured to determine, when the previous game state is shooting at a gun, a quotient between a last scattering range value in the previous scattering information and the set range recovery speed as a time length required for recovery of scattering recovery; determining the quotient of the previous scattering bullet quantity in the previous scattering information and the time length required by the recovery as the bullet quantity recovery speed of the scattering recovery; and taking the range recovery speed and the elastic quantity recovery speed as scattering recovery information for scattering recovery.
Further, the third determining subunit may be specifically configured to extract a previous scattering range value and a previous amount of scattered radiation in the previous scattering information, and extract a range recovery speed and an amount recovery speed in the scattering recovery information; determining a first product value of the range recovery speed and a set interval threshold value and a second product value of the shot size recovery speed and the set interval threshold value; taking the difference value between the last scattering range value and the first product value as a current scattering range value, and taking the difference value between the last scattering bomb quantity and the second product value as a current scattering bomb quantity; and determining the current scattering range value and the current scattering elastic quantity as the current scattering information of the scattering scene under the current frame.
Further, the second executing unit may be specifically configured to determine, if the previous game state is shooting stop, the previous scattering information as current scattering information that the scattering scene has in the current frame; or, determining the current scattering information of the scattering scene in the current frame according to the previous scattering information and preset scattering associated information.
On the basis of the above optimization, the implementation step that the second execution unit determines the current scattering information of the scattering scene in the current frame according to the previous scattering information and preset scattering associated information may include:
extracting the previous scattering bomb quantity in the previous scattering information, and adding 1 to the previous scattering bomb quantity to serve as the current scattering bomb quantity; searching preset scattering associated information, and determining a target range value matched with the current scattering bomb quantity as a current scattering range value; and determining the current scattering range value and the current scattering elastic quantity as the current scattering information of the scattering scene under the current frame.
Further, the effect presenting module 33 may specifically include:
the information acquisition unit is used for acquiring an equipment coordinate point of shooting equipment held by the game role and a sight bead central point of a shooting sight bead in the scattering scene and extracting a current scattering range value in the current scattering information;
and the range presentation unit is used for determining the aiming range of the shooting sight in the scattering scene according to the equipment coordinate point, the sight center point and the current scattering range value, and highlighting the aiming range in a set form.
Further, the range presenting unit may specifically be configured to:
connecting the equipment coordinate point and the sight bead coordinate point to form a shooting reference line, and determining a shooting edge line set which passes through the equipment coordinate point and has an included angle with the shooting reference line as the current scattering range value; determining a circular area formed by the intersection of each shooting edge line in the shooting edge line set and a plane to which the shooting sight belongs; and taking the circular area as an aiming range of the shooting sight in the scattering scene.
Example four
Fig. 4 is a schematic structural diagram of a computer device according to a fourth embodiment of the present invention. The computer device includes: a processor 40, a memory 41, a display 42, an input device 43, and an output device 44. The number of processors 40 in the computer device may be one or more, and one processor 40 is taken as an example in fig. 4. The number of the memory 41 in the computer device may be one or more, and one memory 41 is taken as an example in fig. 4. The processor 40, the memory 41, the display 42, the input means 43 and the output means 44 of the computer device may be connected by a bus or other means, as exemplified by a bus connection in fig. 4. In an embodiment, the computer device may be a computer, a notebook, or a smart tablet, etc.
The memory 41 is used as a computer-readable storage medium for storing software programs, computer-executable programs, and modules, such as program instructions/modules corresponding to the computer device according to any embodiment of the present invention (for example, the status listening module 31, the information determining module 32, and the effect presenting module 33 in the scatter scene presenting apparatus in the shooting game). The memory 41 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function; the storage data area may store data created according to use of the device, and the like. Further, the memory 41 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid state storage device. In some examples, memory 41 may further include memory located remotely from processor 40, which may be connected to the device over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The display screen 42 may be a touch-enabled display screen 42, which may be a capacitive screen, an electromagnetic screen, or an infrared screen. In general, the display screen 42 is used for displaying data according to instructions from the processor 40, and is also used for receiving touch operations applied to the display screen 42 and sending corresponding signals to the processor 40 or other devices.
The input means 43 may be used for receiving input numeric or character information and generating key signal inputs related to user settings and function controls of the presentation apparatus, and may be a camera for acquiring images and a sound pickup apparatus for acquiring audio data. The output device 44 may include an audio device such as a speaker. It should be noted that the specific composition of the input device 43 and the output device 44 can be set according to actual conditions.
The processor 40 executes various functional applications of the device and data processing by running software programs, instructions and modules stored in the memory 41, namely, implements the scattering scene rendering method in the shooting game described above.
The computer equipment provided by the above can be used for executing the scattering scene presenting method in the shooting game provided by any of the above embodiments, and has corresponding functions and beneficial effects.
EXAMPLE five
An embodiment of the present invention further provides a storage medium containing computer-executable instructions, which when executed by a computer processor, are configured to perform a method for rendering scattering scenes in a shooting game, including:
monitoring the current game state of a game role in the current frame of the scattering scene, wherein the game state comprises shooting stopping and shooting in a gun; determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame; and controlling the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information.
Of course, the storage medium provided by the embodiment of the present invention includes computer-executable instructions, and the computer-executable instructions are not limited to the operations of the method for representing scattering scenes in a shooting game described above, and may also perform related operations in the method for representing scattering scenes in a shooting game provided by any embodiment of the present invention, and have corresponding functions and advantages.
From the above description of the embodiments, it is obvious for those skilled in the art that the present invention can be implemented by software and necessary general hardware, and certainly, can also be implemented by hardware, but the former is a better embodiment in many cases. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, and the computer software product may be stored in a computer-readable storage medium, such as a floppy disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a FLASH Memory (FLASH), a hard disk or an optical disk of a computer, and includes several instructions to enable a computer device (which may be a robot, a personal computer, a server, or a network device) to execute the method for representing scattering scenes in a shooting game according to any embodiment of the present invention.
It should be noted that, in the scattering scene presenting apparatus in the shooting game, the units and modules included in the apparatus are only divided according to the functional logic, but are not limited to the above division, as long as the corresponding functions can be implemented; in addition, specific names of the functional units are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the present invention.
It should be understood that portions of the present invention may be implemented in hardware, software, firmware, or a combination thereof. In the above embodiments, the various steps or methods may be implemented in software or firmware stored in memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, any one or combination of the following techniques, which are known in the art, may be used: a discrete logic circuit having a logic gate circuit for implementing a logic function on a data signal, an application specific integrated circuit having an appropriate combinational logic gate circuit, a Programmable Gate Array (PGA), a Field Programmable Gate Array (FPGA), or the like.
In the description herein, references to the description of the term "one embodiment," "some embodiments," "an example," "a specific example," or "some examples," etc., mean that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the invention. In this specification, the schematic representations of the terms used above do not necessarily refer to the same embodiment or example. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
It is to be noted that the foregoing description is only exemplary of the invention and that the principles of the technology may be employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (12)

1. A scattering scene presenting method in a shooting game is characterized by comprising the following steps:
monitoring the current game state of a game role in the current frame of the scattering scene, wherein the game state comprises shooting stopping and shooting;
determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame;
and controlling the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information.
2. The method of claim 1, wherein the determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame comprises:
acquiring a last game state of the game role in a last frame of the scattering scene;
if the current game state is shooting stopping, determining current scattering information of the scattering scene under the current frame according to the previous scattering information and a range recovery rule corresponding to the previous game state;
if the current game state is shooting at a gun, determining current scattering information of the scattering scene under the current frame according to the previous game state and the previous scattering information through a range expansion rule;
wherein the range restoration rule is different from the range expansion rule.
3. The method of claim 2, wherein determining the current scattering information of the scattering scene under the current frame according to the previous scattering information and a range restoration rule corresponding to the previous game state comprises:
if the last game state is shooting stopping, obtaining predetermined scattering recovery information;
if the last game state is shooting, determining scattering recovery information for scattering recovery according to the last scattering information;
and determining current scattering information of the scattering scene under the current frame according to the previous scattering information and the determined scattering recovery information.
4. The method of claim 3, wherein determining the scatter recovery information for scatter recovery from the previous scatter information comprises:
determining the quotient of the last scattering range value in the last scattering information and the set range recovery speed as the recovery required time length of the scattering recovery;
determining the quotient of the last scattering bullet quantity in the last scattering information and the time length required by the recovery as the bullet quantity recovery speed of the scattering recovery;
and taking the range recovery speed and the elastic quantity recovery speed as scattering recovery information for scattering recovery.
5. The method of claim 3, wherein determining the current scattering information of the scattering scene under the current frame according to the previous scattering information and the determined scattering recovery information comprises:
extracting a previous scattering range value and a previous scattering bomb quantity in the previous scattering information, and extracting a range recovery speed and a bomb quantity recovery speed in the scattering recovery information;
determining a first product value of the range recovery speed and a set interval threshold value and a second product value of the shot size recovery speed and the set interval threshold value;
taking the difference value between the last scattering range value and the first product value as a current scattering range value, and taking the difference value between the last scattering bomb quantity and the second product value as a current scattering bomb quantity;
and determining the current scattering range value and the current scattering elastic quantity as the current scattering information of the scattering scene under the current frame.
6. The method of claim 2, wherein the determining the current scattering information of the scattering scene under the current frame according to the previous game state and the previous scattering information by a range expansion rule comprises:
if the last game state is shooting stopping, determining the last scattering information as the current scattering information of the scattering scene in the current frame; alternatively, the first and second electrodes may be,
and determining the current scattering information of the scattering scene in the current frame according to the previous scattering information and preset scattering associated information.
7. The method according to claim 6, wherein the determining the current scattering information of the scattering scene under the current frame according to the previous scattering information and preset scattering associated information comprises:
extracting the previous scattering bomb quantity in the previous scattering information, and adding 1 to the previous scattering bomb quantity to serve as the current scattering bomb quantity;
searching preset scattering correlation information, and determining a target range value matched with the current scattering bomb quantity as a current scattering range value;
and determining the current scattering range value and the current scattering elastic quantity as the current scattering information of the scattering scene under the current frame.
8. The method according to any one of claims 1-7, wherein the controlling the shooting sight in the scattering scene to be presented with the aiming range corresponding to the current scattering information comprises:
acquiring an equipment coordinate point of shooting equipment held by the game role and a sight bead central point of a shooting sight bead in the scattering scene, and extracting a current scattering range value in the current scattering information;
and determining the aiming range of the shooting sight in the scattering scene according to the equipment coordinate point, the sight center point and the current scattering range value, and highlighting the aiming range in a set form.
9. The method of claim 8, wherein determining the aiming range of the shooting sight in the scattering scene from the equipment coordinate point, the sight center point, and the current scattering range value comprises:
connecting the equipment coordinate point and the sight bead coordinate point to form a shooting reference line, and determining a shooting edge line set which passes through the equipment coordinate point and has an included angle with the shooting reference line as the current scattering range value;
determining a circular area formed by the intersection of each shooting edge line in the shooting edge line set and a plane to which the shooting sight belongs;
and taking the circular area as an aiming range of the shooting sight in the scattering scene.
10. A scatter scene presenting apparatus in a shooting game, comprising:
the state monitoring module is used for monitoring the current game state of the game role in the current frame of the scattering scene;
the information determining module is used for determining the current scattering information of the scattering scene in the current frame according to the current game state and the previous scattering information of the scattering scene in the previous frame;
and the effect presentation module is used for controlling the shooting sight in the scattering scene to be presented in the aiming range corresponding to the current scattering information.
11. A computer device, comprising: a memory and one or more processors;
the memory to store one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the method of any one of claims 1-9.
12. A storage medium containing computer-executable instructions for performing the method of claims 1-9 when executed by a computer processor.
CN202011322677.9A 2020-11-23 2020-11-23 Method, device, equipment and medium for presenting scattering scene in shooting game Pending CN114522419A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202011322677.9A CN114522419A (en) 2020-11-23 2020-11-23 Method, device, equipment and medium for presenting scattering scene in shooting game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202011322677.9A CN114522419A (en) 2020-11-23 2020-11-23 Method, device, equipment and medium for presenting scattering scene in shooting game

Publications (1)

Publication Number Publication Date
CN114522419A true CN114522419A (en) 2022-05-24

Family

ID=81619253

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202011322677.9A Pending CN114522419A (en) 2020-11-23 2020-11-23 Method, device, equipment and medium for presenting scattering scene in shooting game

Country Status (1)

Country Link
CN (1) CN114522419A (en)

Similar Documents

Publication Publication Date Title
US11833426B2 (en) Virtual object control method and related apparatus
CN110339562B (en) Virtual object control method, device, terminal and storage medium
JP6034405B2 (en) Graphical user interface for game systems
EP3345664A1 (en) Information processing method, terminal and computer storage medium
WO2021218460A1 (en) Virtual object control method and device, terminal, and storage medium
CN112843735B (en) Game picture shooting method, device, equipment and storage medium
CN113350793B (en) Interface element setting method and device, electronic equipment and storage medium
WO2018000613A1 (en) Method for sharing image data and electronic device
CN106984044B (en) Method and equipment for starting preset process
US11241615B2 (en) Method and apparatus for controlling shooting in football game, computer device and storage medium
CN112822397B (en) Game picture shooting method, device, equipment and storage medium
JP2022535502A (en) Method for selecting virtual objects and its device, terminal and storage medium
CN113198177A (en) Game control display method and device, computer storage medium and electronic equipment
CN114522419A (en) Method, device, equipment and medium for presenting scattering scene in shooting game
CN113694522B (en) Method and device for processing crushing effect, storage medium and electronic equipment
US20230048826A1 (en) Virtual scene display method and apparatus, device, storage medium, and program product
CN113694518B (en) Freezing effect processing method and device, storage medium and electronic equipment
CN113827975B (en) Shooting animation processing method, device, terminal and storage medium
CN115344121A (en) Method, device, equipment and storage medium for processing gesture event
CN114307129A (en) Game interaction control method, device, equipment and medium
CN113318441A (en) Game scene display control method and device, electronic equipment and storage medium
CN114100124A (en) Game scene presenting method, device, equipment and medium in shooting game
CN111084985B (en) Parameter adjusting method and device of input equipment, terminal equipment and medium
CN114100123A (en) Game scene presenting method, device, equipment and medium in shooting game
CN114307130A (en) Game interaction control method, device, equipment and medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination