CN115645915A - Interactive method, device, equipment and storage medium in game - Google Patents

Interactive method, device, equipment and storage medium in game Download PDF

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Publication number
CN115645915A
CN115645915A CN202211357166.XA CN202211357166A CN115645915A CN 115645915 A CN115645915 A CN 115645915A CN 202211357166 A CN202211357166 A CN 202211357166A CN 115645915 A CN115645915 A CN 115645915A
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aiming
game
target
indicator
point
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CN202211357166.XA
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吴昌文
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202211357166.XA priority Critical patent/CN115645915A/en
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Abstract

The application provides an interaction method, an interaction device, equipment and a storage medium in a game, wherein the interaction method comprises the following steps: responding to the game entering a preset target point mode, determining an initial aiming direction in a game scene, and determining an initial aiming position aimed by an aiming indicator in the game scene according to the initial aiming direction; under a preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in a game scene according to an initial aiming position and a first operation parameter of the aiming setting operation; after the game exits the preset target point mode, responding to the aiming switching operation, and selecting a first target position point from at least one target position point according to a second operation parameter of the aiming switching operation; in response to the end of the aiming switching operation, the aiming direction of the first game character is adjusted to aim the aiming indicator at the first target position point. Like this, this application can effectively reduce the operation degree of difficulty of aiming the operation, is favorable to improving the operation efficiency of aiming of player.

Description

Interactive method, device, equipment and storage medium in game
Technical Field
The present application relates to the field of game technologies, and in particular, to an interaction method, an interaction device, an interaction apparatus, and a storage medium in a game.
Background
Aiming at an attack object in the existing game, aiming operation is instant operation, and in the actual aiming process, a player often needs to simultaneously adjust three elements of a visual field, attack and movement of a game role, so that the aiming operation difficulty is higher, and the aiming efficiency and the man-machine interaction efficiency of the player are reduced; meanwhile, because only one aiming operation mode is usually set in the existing game, the human-computer interaction efficiency of the player is easy to reduce due to single operation path.
Disclosure of Invention
In view of this, an object of the present application is to provide an interaction method, apparatus, device and storage medium in a game, so as to provide another simple and fast aiming operation mode on the basis of keeping the trigger mechanism of the existing aiming operation, effectively reduce the operation difficulty of the aiming operation, and facilitate to improve the aiming efficiency and the human-computer interaction efficiency of a player.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
In a first aspect, an embodiment of the present application provides an interaction method in a game, in which a terminal device provides a graphical user interface, a scene of the game is displayed on the graphical user interface, the graphical user interface includes an aiming indicator, and the aiming indicator is used for indicating an aiming direction of a first game character in the game, and the interaction method includes:
responding to the game entering a preset target point mode, determining an initial aiming direction in the game scene, and determining an initial aiming position aimed at by the aiming indicator in the game scene according to the initial aiming direction;
under the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in the game scene according to the initial aiming position and a first operation parameter of the aiming setting operation;
after the game exits the preset target point mode, aiming switching operation is responded, and a first target position point is selected from the at least one target position point according to a second operation parameter of the aiming switching operation;
in response to the end of the aiming switch operation, adjusting the aiming direction of the first game character to align the aiming indicator with the first target location point.
In a second aspect, an embodiment of the present application provides an interactive device in a game, which provides a graphical user interface through a terminal device, where at least part of a game scene is displayed on the graphical user interface, the graphical user interface includes an aiming indicator, and the aiming indicator is used for indicating an aiming direction of a first game character in the game, and the interactive device includes:
a first response module, configured to determine an initial aiming direction in the game scene in response to the game entering a preset target point mode, and determine an initial aiming position at which the aiming indicator is aimed in the game scene according to the initial aiming direction;
a second response module, configured to determine, in the preset target point mode, at least one target location point in the game scene according to the initial targeting location and the first operation parameter of the targeting setting operation in response to at least one targeting setting operation;
a third response module, configured to respond to the aiming switching operation after the game exits from the preset target point mode, and select a first target location point from the at least one target location point according to a second operation parameter of the aiming switching operation;
and the fourth response module is used for responding to the end of the aiming switching operation, and adjusting the aiming direction of the first game role so as to enable the aiming indicator to be aligned with the first target position point.
In a third aspect, an embodiment of the present application provides a computer device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, where the processor executes the computer program to implement the steps of the method for interacting in a game.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the interaction method in the game.
The technical scheme provided by the embodiment of the application can have the following beneficial effects:
the interactive method, the interactive device, the interactive equipment and the storage medium in the game provided by the embodiment of the application respond to the game entering a preset target point mode, determine an initial aiming direction in a game scene, and determine an initial aiming position aimed by an aiming indicator in the game scene according to the initial aiming direction; in the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in a game scene according to an initial aiming position and a first operation parameter of the aiming setting operation; after the game exits from the preset target point mode, responding to aiming switching operation, and selecting a first target position point from at least one target position point according to a second operation parameter of the aiming switching operation; in response to the end of the aiming switching operation, the aiming direction of the first game character is adjusted to align the aiming indicator with the first target position point.
Through the mode, on the basis of keeping the existing trigger mechanism of aiming operation, the method provides another aiming operation mode which is simpler, more convenient and faster, effectively reduces the operation difficulty of aiming operation, and is favorable for improving the aiming efficiency and the human-computer interaction efficiency of players.
Drawings
To more clearly illustrate the technical solutions of the embodiments of the present application, the drawings needed in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and those skilled in the art can also obtain other related drawings based on the drawings without inventive efforts.
FIG. 1 is a flow chart illustrating an interaction method in a game provided by an embodiment of the present application;
FIG. 2a is an interaction diagram illustrating a mode for controlling a game to enter a preset target point according to an embodiment of the present application;
FIG. 2b is a schematic diagram illustrating an interaction of controlling a game to exit a preset target point mode according to an embodiment of the present application;
FIG. 2c is an interactive view showing an automatic switching of the aiming position of the aiming indicator in the game scene after exiting the preset aiming point mode according to the embodiment of the present application;
fig. 3a is a schematic flowchart illustrating a first method for responding to each aiming setting operation in the preset target point mode according to an embodiment of the present application;
FIG. 3b is an interactive schematic diagram illustrating an adjustment of the distance between the aiming indicator and the first game character in the target line according to an embodiment of the present application;
FIG. 4a is a schematic diagram of an interface for displaying a current position point indicated by a pointing indicator on a target line on a graphical user interface according to a first preset display mechanism provided by an embodiment of the present application;
FIG. 4b is a schematic diagram of an interface for displaying a current position point indicated by the aiming indicator on the target line on the graphical user interface according to a second preset display mechanism provided in the embodiment of the present application;
fig. 5 is a schematic flowchart illustrating a second method for responding to each aiming setting operation in the preset target point mode according to an embodiment of the present application;
FIG. 6 is a flowchart illustrating a method for automatically updating redundant target location points set by a player in a preset target point mode according to an embodiment of the present application;
fig. 7a is a schematic flowchart illustrating a method for differentially displaying target location points under different conditions after exiting from a preset target point mode according to an embodiment of the present application;
FIG. 7b is a schematic diagram illustrating an interface for displaying a target location point on a graphical user interface according to a third preset display mechanism provided by an embodiment of the present application;
FIG. 7c is a schematic diagram of an interface for displaying a target location point on a graphical user interface according to a fourth preset display mechanism provided in the embodiment of the present application;
FIG. 8 is a schematic diagram illustrating an interface for automatically aiming the aiming indicator at an assault object near the first target location point according to an embodiment of the present application;
FIG. 9 is a flow chart illustrating an interaction method of how a player responds to a movement control type operation of a first game character during an actual alignment process according to an embodiment of the application;
FIG. 10 is a schematic diagram illustrating an interactive device in a game according to an embodiment of the present application;
fig. 11 is a schematic structural diagram of an electronic device 1100 according to an embodiment of the present application.
Detailed Description
In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it should be understood that the drawings in the present application are for illustrative and descriptive purposes only and are not used to limit the scope of protection of the present application. Additionally, it should be understood that the schematic drawings are not necessarily drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and that steps without logical context may be reversed in order or performed concurrently. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
In addition, the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. The components of the embodiments of the present application, as generally described and illustrated in the figures herein, could be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that in the embodiments of the present application, the term "comprising" is used to indicate the presence of the features stated hereinafter, but does not exclude the addition of further features.
Aiming operations for an attack object in the existing game are all instant operations, and in the actual aiming process, a player often needs to simultaneously adjust three elements of the visual field, the attack and the movement of a game role, so that the operation difficulty of the aiming operations is higher, and the aiming efficiency and the human-computer interaction efficiency of the player are reduced; meanwhile, because only one aiming operation mode is usually set in the existing game, the human-computer interaction efficiency of the player is easy to reduce due to single operation path.
Based on this, the embodiment of the application provides an interaction method, device, equipment and storage medium in a game, so as to provide another aiming operation mode which is simpler, more convenient and faster on the basis of keeping the trigger mechanism of the existing aiming operation, effectively reduce the operation difficulty of the aiming operation, and be beneficial to improving the aiming efficiency and the human-computer interaction efficiency of a player.
The interaction method in the game in one embodiment of the application can be operated on the terminal equipment or the server. The terminal device may be a local terminal device. When the in-game interaction method is executed on a server, the interaction method may be implemented and executed based on a cloud interaction system, where the cloud interaction system includes the server and a client device (i.e., a terminal device).
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (6) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the interaction method in the game are finished on a cloud game server, and the client equipment plays a role in receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; however, the terminal device performing the information processing is a cloud game server in the cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. By way of example, the local terminal device may include a display screen for presenting a graphical user interface including game screens and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
For the convenience of understanding the embodiments of the present application, the following describes in detail an interaction method, apparatus, device and storage medium in a game provided by the embodiments of the present application.
Referring to fig. 1, fig. 1 is a flow chart illustrating an interaction method in a game according to an embodiment of the present application, in which a graphical user interface is provided by a terminal device, at least a part of a game scene is displayed on the graphical user interface, the graphical user interface includes an aiming indicator, and the aiming indicator is used for indicating an aiming direction of a first game character in the game, and the interaction method includes steps S101-S104; specifically, the method comprises the following steps:
s101, responding to the game entering a preset target point mode, determining an initial aiming direction in the game scene, and determining an initial aiming position of the aiming indicator in the game scene according to the initial aiming direction.
S102, in the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in the game scene according to the initial aiming position and a first operation parameter of the aiming setting operation.
S103, after the game exits the preset target point mode, aiming switching operation is responded, and a first target position point is selected from the at least one target position point according to a second operation parameter of the aiming switching operation.
And S104, responding to the end of the aiming switching operation, adjusting the aiming direction of the first game character so as to enable the aiming indicator to be aligned with the first target position point.
According to the interaction method in the game, which is provided by the embodiment of the application, the initial aiming direction is determined in the game scene in response to the game entering the preset target point mode, and the initial aiming position of the aiming indicator in the game scene is determined according to the initial aiming direction; in the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in a game scene according to an initial aiming position and a first operation parameter of the aiming setting operation; after the game exits from the preset target point mode, responding to aiming switching operation, and selecting a first target position point from at least one target position point according to a second operation parameter of the aiming switching operation; in response to the end of the aiming switching operation, the aiming direction of the first game character is adjusted to align the aiming indicator with the first target position point.
Through the method, on the basis of keeping the trigger mechanism of the existing aiming operation, another more convenient and quicker aiming operation mode is provided, the operation difficulty of the aiming operation is effectively reduced, and the aiming efficiency and the man-machine interaction efficiency of a player are improved.
For the interaction method in the game provided by the embodiment of the present application, it should be noted that: the embodiment of the present application essentially provides another new targeting operation mode for the existing game through the interaction method in the game on the basis of keeping the trigger mechanism of the existing targeting operation, and the embodiment of the present application does not limit the specific trigger mechanism of the existing targeting operation (i.e., the targeting operation for the attack object is realized through the instant operation mode except the interaction method in the game) kept in the game of the embodiment of the present application.
Specifically, in this embodiment of the present application, as an alternative embodiment, the trigger mechanism of the existing targeting operation retained in the game may be: the player controls the aiming operation and the role visual angle conversion operation through the first key, and the operation difficulty of the aiming operation is reduced by reducing the moving speed of the aiming indicator near an aiming object (such as an enemy virtual character or a non-player character which can attack in a game) in the aiming operation process.
Specifically, in the embodiment of the present application, as another alternative embodiment, the trigger mechanism of the existing aiming operation retained in the game may also be: during the aiming operation, when the aiming indicator crosses the vicinity of the aimable object (e.g., an area with a distance from the aimable object less than a preset distance threshold), the aiming indicator is controlled to automatically aim at the aimable object until the aiming of the aiming indicator at the aimable object is cancelled after the player continues to adjust the viewing angle of the first game character beyond a certain preset threshold.
Based on the above two alternative embodiments, it should be noted that: since the trigger mechanisms of the existing aiming operations reserved in the game are all of the instant operation type (that is, the aiming position points of the aiming pointer aligned in the game scene are all determined in the process of the actual aiming operation), but not the preset trigger mechanism provided by the interaction method in the game (that is, the aiming position points of the aiming pointer aligned in the actual aiming operation belong to the preset target position points), the interaction method in the game provided by the embodiment of the application does not conflict with the trigger mechanism of another existing aiming operation reserved in the game.
In the following, taking the application to the terminal device as an example, each step in the interaction method in the game provided in the embodiment of the present application is exemplarily described:
s101, responding to the game entering a preset target point mode, determining an initial aiming direction in the game scene, and determining an initial aiming position of the aiming indicator in the game scene according to the initial aiming direction.
Here, the terminal device may control the game to enter the preset target point mode in response to the target operation of the player, and control the graphical user interface to enter the initial operation interface in the preset target point mode from the current game interface (i.e., determining an initial aiming direction in the game scene, and determining an initial aiming position at which the aiming indicator is aimed in the game scene according to the initial aiming direction); the specific operation type of the target operation is different for different types of terminal devices, and the embodiment of the present application is not limited at all.
Specifically, when the terminal device is a Personal Computer (PC), the player may trigger the target operation through a specific key (e.g., an L key) on a keyboard to control the game to enter a preset target point mode; when the terminal device is a large-screen display device connected with a gamepad, a player can trigger the target operation through a specific key on the gamepad (for example, the target operation may be long pressing of an L2 key and an R2 key on the gamepad, or pressing of an L1 key and an L2 key while keeping pressing of an R3 key, and the like), and the game is controlled to enter a preset target point mode.
It should be noted that, the embodiment of the present application is not limited to a specific display shape, a display size, and a display position of the aiming indicator on the graphical user interface (i.e. a display position before the game enters the preset target point mode).
Specifically, after the game enters the preset target point mode, as an optional embodiment, the terminal device may use the current orientation of the virtual lens in the game as the initial aiming direction, so as to determine an intersection point of the initial aiming direction and the game scene as an initial aiming position at which the aiming indicator is aimed in the game scene; as another alternative, the terminal device may directly use a default display position of the aiming indicator on the gui (e.g., a position located at the center of the gui) as the initial aiming position; the embodiment of the present application is not limited to the specific determination method of the initial aiming position.
In an exemplary description, the terminal device is a large-screen display device connected with a gamepad, and the target operation is as follows: taking the L2 key and the R2 key on the gamepad as an example, fig. 2a shows an interaction diagram for controlling the game to enter the preset target point mode provided by the embodiment of the present application, as shown in fig. 2a, a first game character 201 (i.e., a player-controlled game character) is displayed on the graphical user interface 200, a player presses the L2 key and the R2 key on the gamepad for a long time (e.g., the L2 key and the R2 key are pressed for more than 2 seconds) to control the game to enter the preset target point mode, and the terminal device may determine the orientation of the virtual lens in the game as an initial aiming direction in response to the game entering the preset target point mode, and determine an intersection point of the initial aiming direction and the game scene as an initial aiming position of the aiming indicator 210 in the game scene along the determined initial aiming direction.
S102, under the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in the game scene according to the initial aiming position and the first operation parameter of the aiming setting operation.
In the embodiment of the present application, in the preset target point mode, a player may set one target position point for the aiming indicator (which is equivalent to that in the preset target point mode, the terminal device only responds to one aiming setting operation), or may set a plurality of target position points for the aiming indicator (which is equivalent to that in the preset target point mode, the terminal device responds to a plurality of aiming setting operations, and sets one target position point for the aiming indicator in each aiming setting operation); based on this, in the preset target point mode, the embodiment of the present application is not limited to the specific number of responses of the sighting setting operation and the specific number of the determined target position points.
Here, the first operating parameter represents an operating parameter for adjusting the aiming position at which the aiming indicator is aimed in the game scene in response to each aiming setting operation, so that the terminal device can determine the specific target position point set by the player in each aiming setting operation according to the initial aiming position and the first operating parameter in each aiming setting operation.
It should be noted that the specific operation parameter type of the first operation parameter may be determined according to the specific operation type of the aiming setting operation; the embodiment of the present application is not limited to the specific type of the first operating parameter.
Illustratively, when the aiming setting operation is a long-press operation, the first operation parameter may be an operation time parameter of the long-press operation, and the terminal device may adjust the aiming position of the aiming indicator aligned in the game scene according to the time length of the long-press operation until the aiming indicator is aligned in the game scene to meet the target position point expected by the player; when the aiming setting operation is a click operation, the first operation parameter may be the number of clicks of the click operation, and the terminal device may adjust the aiming position of the aiming pointer aligned in the game scene according to the number of clicks of the click operation until the aiming pointer is aligned in the game scene to meet the target position point desired by the player.
S103, after the game exits the preset target point mode, aiming switching operation is responded, and a first target position point is selected from the at least one target position point according to a second operation parameter of the aiming switching operation.
Here, the terminal device may control the game to exit the preset target point mode again in response to the target operation in the above step S101; for example, when the terminal device is a large-screen display device connected with a joystick, the target operation is: when the L2 key and the R2 key on the gamepad are pressed for a long time, after the target position point is set, the player presses the L2 key and the R2 key on the gamepad for a long time again (namely, the terminal device responds to the target operation again), so that the game can be controlled to exit the preset target point mode and return to the normal game process before entering the preset target point mode.
Here, the terminal device may also control the game to exit the preset target point mode in response to an operation different from the target operation in step S101 described above; for example, when the terminal device is a large-screen display device connected with a joystick, the target operation is: when the L2 key and the R2 key on the joystick are pressed for a long time, after the setting of the above-described target position point is completed, the player can control the game to exit the preset target point mode by pressing the L1 key and the L2 key (the terminal device responds to an operation different from the target operation in the above-described step S101) while keeping pressing the R3 key.
It should be noted that, based on the two operation modes exiting from the preset destination mode, the embodiment of the present application is not limited to the specific operation mode exiting from the preset destination mode.
Specifically, after exiting the preset target point mode, 1/more target position points set for the aiming indicator in the preset target point mode may be displayed in a game scene (i.e., a game scene displayed on the graphical user interface after exiting the preset target point mode) according to a preset display mechanism; at this time, the target position point is displayed regardless of whether the player is currently performing the aiming operation using the aiming pointer, for example, after exiting the preset target point mode, even if the player does not immediately perform the aiming operation using the aiming pointer, 1/more target position points previously set are displayed in the game scene.
It should be noted that after exiting the preset target point mode, a graphic identifier (e.g., a circular identifier) may be used to mark and display a target position point in a game scene; target position points in the game scene can also be marked and displayed in a form of combining the graphic identifier and the characters (for example, in a form of simultaneously marking the target position points below the graphic identifier); the embodiment of the present application is not limited to a specific display mode of the target position point in a game scene.
By way of example, still with the terminal device being a large-screen display device connected with a gamepad, the target operations are: for example, long pressing the L2 key and the R2 key on the gamepad, and fig. 2b shows an interaction schematic diagram for controlling the game to exit the preset target point mode provided in the embodiment of the present application, where after the setting of the target position point is completed, the player long presses the L2 key and the R2 key on the gamepad again (that is, the terminal device responds to the target operation again), and the game can be controlled to exit the preset target point mode, and at this time, on the graphical user interface 200 after exiting the preset target point mode, the target position point 220 set before is displayed in the game scene.
And S104, responding to the end of the aiming switching operation, adjusting the aiming direction of the first game character so as to enable the aiming indicator to be aligned with the first target position point.
For the aiming switching operation in the above steps S103 to S104, it should be noted that: different types of terminal devices, wherein the specific operation types of the aiming switching operation are different, and the second operation parameters corresponding to different types of aiming switching operations are also different; the embodiment of the present application is not limited to any specific operation type of the aiming switching operation and a specific parameter type of the second operation parameter.
Specifically, when the terminal device is a PC terminal, the player may trigger the aiming switching operation by using a specific key (e.g., a Q key) on a keyboard, at this time, the number of times that the player clicks the specific key is the second operation parameter of the aiming switching operation, and based on the number of times that the player clicks the specific key, a final first target position point may be selected in a switching selection manner from a plurality of preset target position points.
In addition, when the terminal device is a large-screen display device connected with a gamepad, a player can trigger the aiming switching operation by long-pressing a specific key on the gamepad (for example, long-pressing an R1 key on the gamepad), at this time, the pressing time of the player on the specific key is a second operation parameter of the aiming switching operation, and within the time when the player presses the specific key, the terminal device can select a final first target position point from a plurality of preset target position points in a polling manner according to a preset switching frequency.
Here, based on the above step S102, the player may set one target position point or a plurality of target position points in the preset target point mode; when the player sets only one target position point in the preset target point mode, namely, after exiting the preset target point mode, only one target position point is displayed in the game scene; at this time, as an alternative embodiment, when the above steps S103 to S104 are executed, no matter what the aiming switching operation belongs to, the terminal device may directly determine, as the first target location point, the only target location point displayed in the current game scene (corresponding to the case where the selection of the first target location point is unrelated to the second operation parameter of the aiming switching operation), and when the aiming switching operation is finished, adjust the aiming direction of the first game character so as to align the aiming indicator with the first target location point, in response to the aiming switching operation.
Specifically, based on different settings of the aiming indicator in the game, in an alternative embodiment, when the display position of the aiming indicator on the graphical user interface is fixed in the game (e.g. the central position displayed on the graphical user interface is fixed), in response to the end of the aiming switching operation in the step S104, the terminal device changes the aiming direction of the first game character and the picture content in the game scene by adjusting the orientation of the virtual lens in the game, so that the first target position point in the game scene can be controlled to move to the display position of the aiming indicator on the graphical user interface (i.e. the aiming indicator is aimed at the first target position point) according to the adjusted orientation of the virtual lens without changing the position of the aiming indicator.
In another alternative embodiment, when the display position of the aiming indicator on the graphical user interface is uncertain, in the execution of the above step S104, the terminal device may control the aiming indicator to move to a first target position point in the game scene (which is equivalent to indicating the aiming direction of the first game character with the specific display position of the aiming indicator) directly on the graphical user interface on the basis that the picture content in the game scene remains unchanged by changing the display position of the aiming indicator on the graphical user interface in response to the end of the aiming switching operation.
For example, taking the terminal device as a large-screen display device connected with a game pad, and the switching operation may be a click on the R1 key on the game pad, fig. 2c shows an interactive schematic diagram of automatically switching the aiming position of the aiming indicator aligned in the game scene after exiting the preset target point mode, as shown in fig. 2c, the player sets 3 target position points 220 (including the first target position point 230) for the aiming indicator 210 in the preset target point mode, after exiting the preset target point mode, the game scene displays the previously set 3 target position points 220, when the player shoots on the aiming indicator 210 using the aiming indicator 210 (e.g., the player may click on a specific key on the game pad to trigger the aiming operation for the aiming indicator 210), the aiming indicator 210 is not located at the target position point in the game scene, when the attacking object (e.g., object 203 shown in fig. 2 c) moves to the target position, the aiming position point of the aiming indicator 210 is not located at the target position point, when the attacking object (e.g., object 203) moves to the target position, the terminal device is moved to the target position of the aiming point, the aiming indicator 210, the aiming point is automatically switched to switch operation is simplified by the first aiming point operation parameter of the second aiming point, when the aiming point 230, the aiming point is set as the aiming point, the aiming point switch control device, the aiming point 230, when the aiming point 210 is changed, the player can conveniently and quickly aim at the attack object, and the aiming efficiency of the player is improved.
In the following, taking as an example that the terminal device is a large screen display device connected with a gamepad, and the display position of the aiming indicator on the graphical user interface is used in the game to indicate the aiming direction of the first game character, specific implementation processes of the above steps in the embodiment of the present application are respectively described in detail:
in the preset target point mode, with respect to the specific number of target position points set in step S102, in this embodiment, as an optional embodiment, there may be no limitation on the number of target position points that can be set by the player in the preset target point mode, at this time, in the preset target point mode, each time the terminal device responds to a targeting setting operation, a target position point set in the current targeting setting operation may be determined according to a targeting position point at which the targeting indicator is aligned in the game scene.
Here, based on different target location point determination manners, in the preset target point mode, the terminal device may respond to each aiming setting operation in different manners; in a first alternative embodiment, when the aiming setting operation includes a first aiming setting operation, in the preset target point mode, the terminal device may respond to each first aiming setting operation by the method shown in fig. 3a to determine one target position point set for the aiming pointer at each first aiming setting operation according to the aiming position point at which the aiming pointer is currently aimed in the game scene.
In the embodiment of the present application, referring to fig. 3a, fig. 3a shows a flowchart of a first method for responding to each aiming setting operation in the preset target point mode, which is provided by the embodiment of the present application, during the execution of step S102, the responding aiming setting operation is used as a first aiming setting operation, and in response to each first aiming setting operation, the method includes steps S301 to S303; specifically, the method comprises the following steps:
s301, responding to the first aiming setting operation, adjusting the initial aiming position according to a first operation parameter of the first aiming setting operation, determining a first aiming position at which the aiming indicator is aligned in the game scene, and displaying a first connecting line between the first aiming position and the first game character on the graphical user interface.
Here, as can be seen from the content of step S101, taking the terminal device as a large-screen display device connected with a gamepad as an example, a player may trigger a target operation for the terminal device by long-pressing an L2 key and an R2 key on the gamepad, and control a game to enter a preset target point mode; after entering the preset target point mode, the graphical user interface displays an initial aiming position at which the aiming indicator is aimed in the game scene, at this time, the aiming indicator is usually displayed at a default position on the graphical user interface (i.e. the initial aiming position), since the game scene changes along with the movement of the first game character during the actual game, in the preset target point mode, the player can trigger a first aiming setting operation for the aiming indicator, and according to a first operation parameter of the first aiming setting operation, the initial display position of the aiming indicator in the preset target point mode (i.e. the initial aiming position) is adjusted, so as to redetermine a first aiming position meeting the game requirement in the current game scene.
Specifically, when the terminal device is a PC terminal, a player may trigger a first aiming setting operation for the aiming indicator by way of a direction key/mouse operation on a long keyboard, and control the aiming indicator to move from an initial aiming position, (at this time, the first operation parameter is equivalent to a key pressing time of a long pressing operation), until the long pressing operation is finished (i.e., the first aiming setting operation is finished), and determine a first aiming position at which the aiming indicator is aligned in a game scene; when the terminal device is a large-screen display device connected with a game handle, a player can trigger a first aiming setting operation aiming at the aiming indicator through a rocker on the game handle, and control the aiming indicator to move from an initial aiming position (at this time, a first operation parameter is equivalent to the shifting direction of the rocker and the stay time in each shifting direction) until the player shifts the rocker back to the original position (namely the first aiming setting operation is finished), and determine a first aiming position point of the aiming indicator in a game scene;
based on this, it should be noted that the concept of the first operating parameter of the first aiming setting operation and the first aiming setting operation is the same as the first operating parameter of the aiming setting operation and the first aiming setting operation in step S102, and the embodiment of the present application is not limited to the specific operating type of the first aiming setting operation and the specific parameter type of the first operating parameter of the first aiming setting operation.
Specifically, after the first aiming position is determined, based on the first aiming position and the current character position of the first game character in the game scene, a unique straight line (i.e., the first connection line) may be determined in the game scene, at this time, considering that the game scene belongs to a three-dimensional virtual space, in order to facilitate the player to set a target position point meeting the game requirement of the player in a preset target point mode more accurately, while the first aiming position is determined, a first connection line between the first aiming position and the first game character is also displayed on the graphical user interface, so that the player can adjust the position point indicated by the aiming indicator on the target straight line where the first connection line is located, and thus, on the basis of the determined first aiming position, a more accurate position point is selected in the three-dimensional game scene as the target position point of the aiming indicator.
S302, responding to a target adjusting operation of a first operation parameter aiming at the first aiming setting operation, and adjusting the distance between the aiming indicator and the first game character on a target straight line where the first connecting line is located.
Here, as can be seen from the foregoing step S102, the first operation parameter represents an operation parameter for adjusting the aiming position at which the aiming indicator is aimed in the game scene in response to each aiming setting operation, so that the player can select an appropriate target position point not only on the first connection line (i.e., between the first aiming position and the first game character) but also in a manner of reducing the distance between the aiming indicator and the first game character through the target adjusting operation for the first operation parameter; and selecting a proper target position point on the target straight line according to the mode of extending the distance between the aiming indicator and the first game character.
Here, similar to the target operation described in step S101, the specific operation type of the target adjustment operation may also be different for different types of terminal devices, and the embodiment of the present application is also not limited to the specific operation type of the target adjustment operation.
Specifically, when the terminal device is a PC terminal, a player may trigger a target adjustment operation for a first operation parameter by sliding a mouse, and control the aiming indicator to move on a target straight line (i.e., adjust a distance between the aiming indicator and a first game character) until a target position point meeting a game requirement of the player is determined.
Specifically, when the terminal device is a large-screen display device connected with a gamepad, a player can trigger target adjustment operation aiming at a first operation parameter through a rocker on the gamepad, and control the aiming indicator to move on a target straight line until a target position point meeting the game requirement of the player is determined; the player can also trigger the target adjustment operation aiming at the first operation parameter through different keys on the game handle (such as pulling away the distance between the aiming indicator and the first game character by long pressing the L2 key on the game handle, pulling away the distance between the aiming indicator and the first game character by long pressing the R2 key on the game handle, and the like), and the aiming indicator is controlled to move on the target straight line until the target position point meeting the game requirement of the player is determined.
S303, in response to the end of the target adjusting operation, determining a current position point indicated by the aiming indicator on the target straight line as the target position point set in the first aiming setting operation.
Here, it should be noted that for the above steps S302 to S303: when the distance between the aiming indicator and the first game role is adjusted on the target straight line, the minimum adjustable distance is the position of the aiming indicator at the role of the first game role; the embodiment of the present application is not limited to the maximum adjustable distance.
Specifically, as an alternative embodiment, the target adjustment operation may be to adjust the distance between the aiming indicator and the first game character on the whole target straight line, that is, the player may arbitrarily adjust the position point indicated by the aiming indicator on the target straight line between the character position of the first game character and the farthest visible point of the target straight line in the game scene.
Specifically, as another alternative embodiment, when the step S302 is executed, the following step may be further performed: adjusting a distance between the aiming indicator and the first game character within a target line segment interval on the target straight line in response to a target adjustment operation for a first operation parameter of the first aiming setting operation; that is, at this time, the whole target straight line is no longer used as the distance adjustment range between the aiming indicator and the first game character; the target segment interval is used for representing a segment interval formed by the character position of the first game character and the farthest attack position point on the target straight line.
It should be noted that, the farthest attack position point may be determined according to the farthest attack distance of the weapon currently mounted to the first game character, and considering that there may be differences in specific settings of the farthest attack distances for different types of weapons in different games, the embodiment of the present application is not limited in any way as to a specific value of the farthest attack distance of the weapon currently mounted to the first game character (i.e., a specific distance between the farthest attack position point and the first game character).
For an exemplary illustration, taking a terminal device as a large screen display device connected with a game pad as an example, fig. 3b shows an interactive schematic diagram for adjusting a distance between an aiming pointer and a first game character on an aiming line provided in an embodiment of the present application, as shown in fig. 3b, after a first aiming position 300 is determined, according to a first connection line between the first aiming position 300 and the first game character, a unique aiming line 310 may be determined, where if a furthest attack distance of a weapon currently mounted on the first game character is 50 meters, a furthest attack position point may be determined to be located: at a distance of 50 meters from the first game character on the target straight line 310, between the first game character and the farthest attack position point, the player clicks the R2 key of the game pad, the distance between the aiming pointer 210 and the first game character can be drawn on the target straight line 310, and the player clicks the L2 key of the game pad, the distance between the aiming pointer 210 and the first game character can be drawn on the target straight line 310.
Here, when determining the target location point in the manner described in the above steps S301 to S303, the present embodiment further provides a method for assisting a player in positioning a specific aiming position at which the aiming pointer is aimed within the three-dimensional game scene in the preset aiming point mode, so that the player can more accurately set the target location point meeting the requirement of the game in the preset aiming point mode, wherein in the process of adjusting the distance between the aiming pointer and the first game character, the method may be performed according to the following steps a1 to a2, specifically:
a1, displaying a projection point of a aiming indicator on a reference plane on a graphical user interface; wherein the reference plane is used to characterize the ground in the game scene.
Here, since the aiming indicator is moved from the first aiming position in the above distance adjustment process, a projected point of the aiming indicator on the reference plane when the aiming indicator is at the first aiming position may be displayed on the graphic user interface.
Illustratively, as shown in fig. 3b, taking the aiming indicator 210 at the first aiming position 300 as an example, after the first aiming position 300 is determined, the graphical user interface may display a projected point 320 of the aiming indicator 210 on the ground while displaying a first line between the first aiming position 300 and the first game character, on the ground of the game scene.
And a2, controlling the projection point to move along with the position point indicated by the aiming indicator on the target straight line in response to the adjustment of the distance between the aiming indicator and the first game character.
Illustratively, as shown in fig. 3b, while the player clicks the L2 key/R2 key to adjust the distance between the pointing indicator 210 and the first game character on the target straight line 310 (i.e., while responding to the above-mentioned target adjustment operation), the projected point 320 is controlled to move along with the position point indicated by the pointing indicator 210 on the target straight line 310, so as to keep the position of the projected point 320 and the pointing indicator 210 synchronized in real time, so that the player can clearly identify the specific pointing position at which the current pointing indicator 210 is aligned in the three-dimensional game scene by observing the position change of the projected point 320 on the ground during the movement of the pointing indicator 210 on the target straight line 310, which is advantageous for improving the positioning accuracy of the target position point.
In addition, when determining the target position point according to the above steps S301 to S303, considering that the aiming operation at actual shooting is usually performed on an offensive object in the game (e.g., an enemy game character or a non-player character which can attack in the game, etc.), the embodiment of the present application further provides a method for differentially displaying the position point currently indicated by the aiming indicator on the target straight line in the preset target point mode, so that the player can more intuitively determine whether the current position point meets the setting requirement for the attack according to the specific display form of the current position point indicated by the aiming indicator on the target straight line, and improve the setting accuracy of the target position point, wherein the method can be performed according to the following steps b1 to b2, specifically:
step b1, responding to the existence of an attack obstacle between the first game character and the aiming indicator on the target straight line, and displaying the current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a first preset display mechanism.
Here, whether or not an attack obstacle exists may be determined based on a target weapon currently mounted on the first game character, and when an attack, which is launched in a direction of a target line, of the target weapon is able to penetrate between the first game character and the aiming indicator, it is determined that an attack obstacle exists between the first game character and the aiming indicator on the target line.
Here, the first preset display mechanism may be: displaying, on the graphical user interface, a current location point indicated by the aiming indicator on the target line using the graphical indicia in the first color; the first preset display mechanism may also be: displaying, on a graphical user interface, a current location point indicated by the aiming indicator on the target line using a graphical identifier of a first shape; the embodiment of the present application is not limited in any way to the specific color value of the first color, the specific shape value of the first shape, and the specific setting manner of the first preset display mechanism.
For exemplary illustration, the first predetermined display mechanism is: for example, in the embodiment of the present application, an interface schematic diagram of the current position point indicated by the aiming indicator on the target straight line on the graphical user interface is shown in fig. 4a, where the current position point indicated by the aiming indicator on the target straight line is displayed on the graphical user interface by using a black graphic identifier, and when another game character 400 exists between the first game character 201 and the aiming indicator 210 on the target straight line 310, as shown in fig. 4a, an attack, which is currently assembled by the first game character 201 and is launched in the direction of the target straight line 310, cannot penetrate between the first game character 201 and the aiming indicator 210 due to the blockage of the game character 400, on the target straight line 310, so that the terminal device displays the current position point indicated by the aiming indicator 210 on the target straight line 310 on the graphical user interface 200 by using the black graphic identifier 401 according to the first preset display mechanism in response to the existence of an attack obstacle between the first game character 201 and the aiming indicator 210 on the target straight line 310.
It should be noted that, on the target line, when an obstacle (for example, various scene elements such as other game characters/non-player characters/virtual buildings/virtual plants in a game scene) exists between the first game character and the aiming indicator, it may be determined that an attack obstacle exists between the first game character and the aiming indicator on the target line; in addition, when the distance between the first game character and the aiming indicator exceeds the farthest attack distance of the target weapon, it is possible to determine that an attack obstacle (also in the above-described case of being impenetrable) exists between the first game character and the aiming indicator on the target straight line.
And b2, responding to the fact that no attack obstacle exists between the first game character and the aiming indicator on the target straight line, and displaying the current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a second preset display mechanism.
Here, the second predetermined display mechanism is used to represent a different display mechanism than the first predetermined display mechanism, for example, if the first predetermined display mechanism is: displaying, on the graphical user interface, a current location point indicated by the aiming indicator on the target line using a graphical indication of a first color; the second preset display mechanism may be: displaying, on the graphical user interface, a current location point indicated by the aiming indicator on the target line using the graphical indicia of the second color; the embodiment of the present application also does not limit any specific setting manner of the second preset display mechanism.
For example, with a second preset display mechanism: for example, fig. 4b shows an interface diagram of displaying the current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a second preset display mechanism, where the current position point indicated by the aiming indicator on the target straight line is indicated on the graphical user interface according to the embodiment of the present application, as shown in fig. 4b, when there is no obstacle between the first game character 201 and the aiming indicator 210, and at this time, if the distance between the first game character 201 and the aiming indicator 210 is within the effective attack distance range of the target weapon, on the target straight line 310, due to an attack that the weapon currently mounted by the first game character 201 is fired in the direction of the target straight line, the first game character and the aiming indicator may penetrate between them, and therefore, the terminal device responds that there is no attack obstacle between the first game character 201 and the aiming indicator 210 on the target straight line 310, and according to the second preset display mechanism, the current position point indicated by the aiming indicator 210 on the target straight line 310 is displayed on the graphical user interface 200 by using the gray graphical identifier 402.
It should be noted that, on the target straight line, when there is no obstacle block between the first game character and the aiming indicator, it can be determined that there is no attack obstacle between the first game character and the aiming indicator on the target straight line; in addition, when the distance between the first game character and the aiming indicator does not exceed the farthest attack distance of the target weapon, it is also possible to determine that there is no attack obstacle (also in the case of penetration described above) between the first game character and the aiming indicator on the target straight line.
In addition to the manner described in steps S301-S303 above, in another alternative embodiment, when the aiming setting operation includes a second aiming setting operation in the preset target point mode, the terminal device may respond to each second aiming setting operation for the aiming pointer by a method as shown in fig. 5 to determine one target position point set for the aiming pointer at each second aiming setting operation according to the aiming position point at which the aiming pointer is currently aligned in the game scene.
In the embodiment of the present application, referring to fig. 5, fig. 5 is a flowchart illustrating a second method for responding to each aiming setting operation in the preset target point mode, where in the process of executing step S102, the responding aiming setting operation is used as a second aiming setting operation, and in response to each second aiming setting operation, the method includes steps S501-S502; specifically, the method comprises the following steps:
s501, responding to the second aiming setting operation, adjusting the initial aiming position according to the first operation parameter of the second aiming setting operation, and determining a second aiming position aligned by the aiming indicator in the game scene.
It should be noted that, the specific operation type of the second aiming setting operation can refer to the related description at the first aiming setting operation, where the first aiming setting operation and the second aiming setting operation are only used to distinguish two different target location point setting modes (corresponding to different modes in response to the aiming setting operation) provided by the embodiment of the present application, and the embodiment of the present application does not apply any limitation to the specific operation type of the second aiming operation.
Specifically, the manner of determining the second targeting position in step S501 is the same as the manner of determining the first targeting position in step S301, and the repetition is not repeated here.
And S502, in response to the end of the second aiming setting operation, when the distance between the second aiming position and the first game character is less than or equal to the farthest attack distance of a target weapon, determining the second aiming position as the target position point set under the second aiming setting operation.
Here, the target weapon is used to characterize the weapon currently mounted on the first game character, that is, when the determined distance between the second aiming position and the first game character is within the effective attack distance range of the target weapon, the second aiming position can be directly determined as the target position point, and the adjustment process of the position point indicated on the target straight line by the aiming indicator in the above steps S301 to S302 is omitted.
In the preset target point mode, with respect to the specific number of target position points set in the above step S102, unlike the above alternative embodiment (that is, each time a target setting operation is responded, that is, one target position point is determined, and the number of target position points that can be set by the player in the preset target point mode is not limited), in the embodiment of the present application, as another alternative embodiment, an upper limit value may be set for the number of target position points that can be set by the player in the preset target point mode, and when the number of target position points set by the player exceeds the set upper limit value, the target position point that is set by the player earliest is replaced with the target position point that is currently set by the player, so as to avoid occupation of a display area caused by displaying the target position points in the non-preset target point mode, and reduce visual field interference for the player.
Referring to fig. 6, fig. 6 is a flowchart illustrating a method for automatically updating redundant target location points set by a player in a preset target point mode according to an embodiment of the present application, where the method includes steps S601-S602 in executing step S102; specifically, the method comprises the following steps:
s601, responding to the current aiming setting operation, and determining the target position point set under the current aiming setting operation according to the initial aiming position and the first operation parameter of the current aiming setting operation.
Here, in executing step S601, the terminal device may respond to the sighting setting operation in the manner described above in steps S301 to S303; the terminal device may also respond to the aiming setting operation in the manner described in the above steps S501-S502; the examples of the present application are not limited to these.
S602, in response to that the total number of the determined target position points is greater than a preset number threshold, replacing the earliest determined target position point with the target position point set under the current aiming setting operation.
It should be noted that the specific value of the preset number threshold may be determined according to an actual setting requirement in a game, and the specific value of the preset number threshold is not limited in this embodiment.
For example, when the terminal device responds to the aiming setting operation for the fourth time after the player has set 3 target position points, and determines the 4 th target position point set for the aiming indicator in the fourth aiming setting operation, the currently determined 4 th target position point may be used to automatically replace the 1 st target position point set by the player earliest, taking the preset number threshold as 3 as an example.
After finishing the setting of the target position point, the player may exit the preset target point mode, at this time, after exiting the preset target point mode, the display content on the graphical user interface is restored to the display content before entering the preset target point mode, and the set 1/multiple target position points are synchronously displayed on the restored graphical user interface.
Specifically, after exiting the preset target point mode, in addition to displaying different target position points in the game scene in the same display manner as shown in fig. 2b, the target position points under different conditions may be displayed differently according to whether an offensive object exists near the target position point, so that the player can quickly select a first target position point meeting an attack requirement from a plurality of target position points through aiming switching operation, and improve the aiming efficiency of the player for the aiming indicator when the aiming indicator is actually used for aiming attack.
Referring to fig. 7a, fig. 7a is a schematic flow chart illustrating a method for performing differential display on target position points under different conditions after exiting from a preset target point mode according to an embodiment of the present application, where the method includes steps S701 to S702; specifically, the method comprises the following steps:
s701, responding to the fact that an attack object exists in a first preset area where the target position point is located in the game scene, and displaying the target position point on the graphical user interface according to a third preset display mechanism.
Here, based on the game scene belonging to the three-dimensional virtual space, the first preset area may be: a spherical area formed by taking the target position point as a spherical center and taking the first preset distance as a radius; as to the specific value of the first preset distance (which is equivalent to the specific coverage of the first preset area in the game scene), the embodiment of the present application is not limited at all.
Here, the attack-enabling object may be an enemy game character (i.e., another game character of a team different from the first game character) or an NPC (non-player character) character (e.g., a monster in a game) that can be attacked in the game; the embodiments of the present application are not limited to the specific types of the above-mentioned offensive objects.
Here, similar to the first preset display mechanism, the third preset display mechanism may be: displaying a target position point with an offensive object in the first preset area by using a graphic identifier with a third color on the graphic user interface; the third preset display mechanism may also be: displaying a target position point with an offensive object in the first preset area by using a graphic identifier in a third shape on the graphic user interface; the embodiment of the present application is not limited in any way to the specific color value of the third color, the specific shape value of the third shape, and the specific setting manner of the third preset display mechanism.
For exemplary illustration, the third predetermined display mechanism is: for example, a target location point where an offensive object exists in the first preset region is displayed by using a triangle identifier on the graphical user interface, fig. 7b shows an interface schematic diagram that displays the target location point on the graphical user interface according to a third preset display mechanism, which is provided by the embodiment of the present application, as shown in fig. 7b, in the first preset region 711 where the target location point exists, when the offensive object 700 exists in the first preset region 711, the target location point where the offensive object 700 exists in the first preset region 711 is displayed on the graphical user interface 200 by using the triangle identifier 710 according to the third preset display mechanism.
S702, responding to the fact that no attack object exists in the first preset area, and displaying the target position point on the graphical user interface according to a fourth preset display mechanism.
Here, the fourth preset display mechanism is used to represent a display mechanism different from the third preset display mechanism, for example, if the third preset display mechanism is: displaying a target position point with an offensive object in a first preset area by using a triangular mark on a graphical user interface; the fourth preset display mechanism may be: displaying a target position point without an offensive object in the first preset area by using a graphic identifier of a circular identifier on a graphic user interface; the embodiment of the present application is not limited to any specific setting manner of the fourth preset display mechanism.
For example, the fourth preset display mechanism is: for example, a target location point where an offensive object does not exist in the first preset region is displayed by using a circular identifier on the graphical user interface, fig. 7c shows an interface schematic diagram for displaying a target location point on the graphical user interface according to a fourth preset display mechanism provided by the embodiment of the present application, as shown in fig. 7c, in the first preset region 711 where the target location point is located, when an offensive object does not exist in the first preset region 711, the target location point where the offensive object does not exist in the first preset region 711 is displayed on the graphical user interface 200 by using a circular identifier 720 according to the fourth preset display mechanism.
After exiting the preset target point mode and after determining the first target position point to be aimed, as to the specific implementation process of step S104, in addition to directly aiming the aiming pointer at the first target position point in the game scene, as another optional embodiment, when there is an offensive object near the first target position point, the aiming pointer may be automatically aimed at the offensive object near the first target position point in the following manner of step c1 when the switching operation is finished, specifically:
step c1, responding to the end of the aiming switching operation, and when an offensive object exists in a second preset area where the first target position point is located in the game scene, adjusting the aiming direction of the first game character to enable the aiming indicator to aim at the offensive object.
Here, based on the game scene belonging to the three-dimensional virtual space, the second preset area may be: a spherical area formed by taking the first target position point as a spherical center and taking the second preset distance as a radius; for a specific value of the second preset distance (which is equivalent to a specific coverage of the second preset area in the game scene), the embodiment of the present application is not limited at all.
Fig. 8 is a schematic interface diagram for automatically aligning the aiming indicator with an offensive object near the first target location point according to an embodiment of the present application, and as shown in fig. 8, in response to the end of the aiming switching operation, when an offensive object 700 exists in the second preset area 800 where the first target location point 230 is located in the game scene, the aiming indicator 210 is automatically aligned with the offensive object 700 near the first target location point 230.
In the embodiment of the present application, it is considered that, in the process of actually responding to the aiming switching operation, it takes a certain response time (e.g. about 0.1 second) to adjust the aiming direction of the first game character and change the aiming indicator from the currently-aligned aiming position point to the first target position point, so that, in the process of executing the above step S104, the player can still control the perspective and the displacement of the first game character, wherein the control performed by the player on the displacement of the first game character does not affect the aiming direction of the first game character, and thus does not interfere with the execution of the above step S104, but when the perspective of the first game character is controlled, since the change of the perspective of the first game character affects the aiming direction of the first game character, when the perspective operation performed by the player on the first game character exceeds a certain angle threshold, the execution process of the above step S104 is interrupted, and the control right of the aiming indicator (the control right corresponding to the direction of the first game character) is re-aimed to the player.
With respect to the control part of the displacement element, in the process of aligning the aiming pointer at the first target position point, referring to fig. 9, fig. 9 is a schematic flow chart showing how to respond to an interactive method of the movement control class operation of the player for the first game character in the actual alignment process, which is provided by the embodiment of the present application, and the interactive method includes steps S901-S902; specifically, the method comprises the following steps:
s901, responding to the movement control operation aiming at the first game role, and controlling the first game role to move in the game scene.
Specifically, when the terminal device is a PC terminal, a player may trigger a movement control operation for a first game character through a specific key (such as a directional key) on a keyboard or through a mouse, and control the first game character to move in a game scene; when the terminal equipment is large-screen display equipment connected with a gamepad, a player can trigger the movement control operation aiming at a first game role through a rocker on the gamepad to control the first game role to move in a game scene; the embodiment of the present application is not limited to any specific operation type of the above-described movement control operation.
S902, responding to the fact that the distance between the first game role and the first target position point is larger than the effective attack distance, and stopping adjusting the aiming direction of the first game role.
Here, the effective attack distance is determined according to the farthest attack distance of the weapon currently assembled by the first game character, and the specific value of the farthest attack distance is not limited in any way in the embodiments of the present application.
Specifically, when the distance between the first game character and the first target position point is greater than the effective attack distance, similar to the case of being impenetrable in step b1, since the weapon currently mounted on the first game character cannot effectively attack the attack object at the first target position point, in an optional embodiment, the aiming direction of the first game character may also be stopped from being adjusted, the execution process of step S104 may be interrupted, the aiming indicator is no longer aimed at the first target position point, and the control weight of the aiming indicator is returned to the player.
Regarding the control portion of the above-mentioned view angle element, in the process of aligning the aiming indicator at the first target location point, it can be determined whether the execution process of the above-mentioned step S104 needs to be interrupted or not in a manner as shown in the following step d1, specifically:
and d1, responding to the visual angle movement operation aiming at the first game role, and stopping adjusting the aiming direction of the first game role when the visual angle rotation angle of the first game role is greater than or equal to a preset angle threshold value.
Specifically, when the terminal device is a PC terminal, a player may trigger a view angle moving operation for a first game character through a specific key (such as a direction key) on a keyboard or through a mouse, so as to change a view angle of the first game character in a game; when the terminal equipment is large-screen display equipment connected with a gamepad, a player can trigger visual angle movement operation aiming at a first game role through a rocker on the gamepad to change the visual angle of the first game role in a game; the embodiment of the present application is not limited to any specific operation type of the above-described viewing angle moving operation.
Here, the specific value of the preset angle threshold may be determined according to an actual setting requirement in the game, and the embodiment of the present application is not limited in any way with respect to the specific value of the preset angle threshold.
For example, when the preset angle threshold is 45 °, during the switching operation, when the angle of rotation of the viewing angle of the first game character controlled by the player exceeds 45 °, the aiming direction of the first game character may be stopped, the execution of step S104 is interrupted, the aiming indicator is no longer aligned with the first target position, and the control weight of the aiming indicator is returned to the player.
Based on the interaction method in the game provided by the embodiment of the application, the initial aiming direction is determined in the game scene in response to the game entering the preset target point mode, and the initial aiming position of the aiming indicator aligned in the game scene is determined according to the initial aiming direction; in the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in a game scene according to an initial aiming position and a first operation parameter of the aiming setting operation; after the game exits the preset target point mode, responding to the aiming switching operation, and selecting a first target position point from at least one target position point according to a second operation parameter of the aiming switching operation; in response to the end of the aiming switching operation, the aiming direction of the first game character is adjusted to aim the aiming indicator at the first target location point.
Through the method, on the basis of keeping the trigger mechanism of the existing aiming operation, another more convenient and quicker aiming operation mode is provided, the operation difficulty of the aiming operation is effectively reduced, and the aiming efficiency and the man-machine interaction efficiency of a player are improved.
Based on the same inventive concept, the application also provides an interaction device corresponding to the interaction method in the game, and as the principle of the interaction device in the embodiment of the application for solving the problem is similar to the interaction method in the game in the embodiment of the application, the implementation of the interaction device can refer to the implementation of the interaction method, and repeated details are omitted.
Referring to fig. 10, fig. 10 is a schematic structural diagram illustrating an interaction apparatus in a game according to an embodiment of the present application, where a terminal device provides a graphical user interface on which at least a part of a game scene is displayed, the graphical user interface includes an aiming indicator for indicating an aiming direction of a first game character in the game, and the interaction apparatus includes:
a first response module 1001, configured to determine an initial aiming direction in the game scene in response to the game entering a preset target point mode, and determine an initial aiming position at which the aiming indicator is aimed in the game scene according to the initial aiming direction;
a second response module 1002, configured to determine, in response to at least one aiming setting operation in the preset target point mode, at least one target location point in the game scene according to the initial aiming location and the first operation parameter of the aiming setting operation;
a third responding module 1003, configured to respond to the aiming switching operation after the game exits from the preset target point mode, and select a first target location point from the at least one target location point according to a second operation parameter of the aiming switching operation;
a fourth responding module 1004, configured to adjust the aiming direction of the first game character to align the aiming indicator with the first target location point in response to the end of the aiming switching operation.
In an alternative embodiment, the aiming setting operations include a first aiming setting operation, and in the preset target point mode, a second response module 1002 is configured to respond to each of the first aiming setting operations by:
adjusting the initial aiming position according to a first operation parameter of the first aiming setting operation in response to the first aiming setting operation, determining a first aiming position at which the aiming indicator is aligned in the game scene, and displaying a first connecting line between the first aiming position and the first game character on the graphical user interface;
responding to a target adjusting operation of a first operation parameter aiming at the first aiming setting operation, and adjusting the distance between the aiming indicator and the first game character on a target straight line where the first connecting line is located;
in response to the end of the target adjusting operation, determining a current position point indicated on the target straight line by the aiming indicator as the target position point set in the first aiming setting operation.
In an alternative embodiment, the aiming setting operations include a second aiming setting operation, and in the preset target point mode, a second response module 1002 is configured to respond to each second aiming setting operation by:
adjusting the initial aiming position in response to the second aiming setting operation according to the first operating parameter of the second aiming setting operation to determine a second aiming position at which the aiming indicator is aligned in the game scene;
determining the second aiming position as the target position point set under the second aiming setting operation when the distance between the second aiming position and the first game character is less than or equal to the farthest attack distance of a target weapon in response to the end of the second aiming setting operation; wherein the target weapon characterizes a weapon currently assembled by the first game character.
In an alternative embodiment, in the preset target point mode, when at least one target location point is determined in the game scene according to the initial targeting location and the first operation parameter of the targeting setting operation in response to at least one targeting setting operation, the second response module 1002 is further configured to:
in response to the current aiming setting operation, determining the target position point set under the current aiming setting operation according to the initial aiming position and the first operation parameter of the current aiming setting operation;
and replacing the earliest determined target position point with the target position point set under the current aiming setting operation in response to the fact that the total number of the determined target position points is larger than a preset number threshold.
In an optional embodiment, when the target adjusting operation in response to the first operation parameter for the first aiming setting operation adjusts the distance between the aiming indicator and the first game character on the target straight line where the first connection line is located, the second responding module 1002 is configured to:
adjusting a distance between the aiming indicator and the first game character within a target line segment interval on the target straight line in response to a target adjustment operation for a first operation parameter of the first aiming setting operation; the target line segment interval represents a line segment interval formed by the character position of the first game character and the farthest attack position point on the target straight line; and the farthest attack position point is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
In an alternative embodiment, the interaction device further comprises a first display module, during the process of the second response module 1002 adjusting the distance between the aiming indicator and the first game character, the first display module is used for:
displaying a corresponding projection point of the aiming indicator on a reference plane on the graphical user interface; wherein the reference plane characterizes a ground in the game scene;
and controlling the projection point to move along the position point indicated by the aiming indicator on the target straight line in response to the adjustment of the distance between the aiming indicator and the first game character.
In an alternative embodiment, the interaction device further comprises a second display module, in the process of the second response module 1002 adjusting the distance between the aiming indicator and the first game character, the second display module is used for:
responding to an attack obstacle existing between the first game character and the aiming indicator on the target straight line, and displaying a current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a first preset display mechanism;
or the like, or, alternatively,
and responding to the fact that no attack obstacle exists between the first game character and the aiming indicator on the target straight line, and displaying the current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a second preset display mechanism.
In an optional implementation manner, the interaction apparatus further includes a fifth response module, where after the game exits from the preset target point mode, the fifth response module is configured to:
responding to the existence of an attack object in a first preset area where the target position point is located in the game scene, and displaying the target position point on the graphical user interface according to a third preset display mechanism;
or the like, or a combination thereof,
responding to that no attack object exists in a first preset area where the target position point is located in the game scene, and displaying the target position point on the graphical user interface according to a fourth preset display mechanism.
In an alternative implementation, the fourth responding module 1004 is specifically configured to:
responding to the end of the aiming switching operation, adjusting the orientation of a virtual lens in the game, and controlling the first target position point to move to the display position of the aiming indicator on the graphical user interface according to the adjusted orientation of the virtual lens.
In an alternative implementation, the fourth responding module 1004 is specifically configured to:
controlling, on the graphical user interface, the aiming indicator to move to the first target location point in response to an end of the aiming switch operation.
In an alternative embodiment, the fourth responding module 1004 is further configured to:
in response to the end of the aiming switching operation, when an offensive object exists in a second preset area in which the first target location point is located in the game scene, adjusting the aiming direction of the first game character to aim the aiming indicator at the offensive object.
In an alternative embodiment, the fourth response module 1004, in the process of adjusting the aiming direction of the first game character to align the aiming indicator with the first target location point, is further configured to:
controlling the first game character to move in the game scene in response to a movement control operation for the first game character;
stopping adjusting the aiming direction of the first game character in response to the fact that the distance between the first game character and the first target position point is larger than the effective attack distance; wherein the effective attack distance is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
In an alternative embodiment, the fourth response module 1004, in the process of adjusting the aiming direction of the first game character to align the aiming indicator with the first target location point, is further configured to:
and responding to the visual angle movement operation aiming at the first game role, and stopping adjusting the aiming direction of the first game role when the visual angle rotation angle of the first game role is larger than or equal to a preset angle threshold value.
Based on the interactive device in the game provided by the embodiment of the application, the initial aiming direction is determined in the game scene in response to the game entering the preset target point mode, and the initial aiming position of the aiming indicator in the game scene is determined according to the initial aiming direction; in the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in a game scene according to an initial aiming position and a first operation parameter of the aiming setting operation; after the game exits the preset target point mode, responding to the aiming switching operation, and selecting a first target position point from at least one target position point according to a second operation parameter of the aiming switching operation; in response to the end of the aiming switching operation, the aiming direction of the first game character is adjusted to aim the aiming indicator at the first target location point.
Through the mode, on the basis of keeping the existing trigger mechanism of aiming operation, the method provides another aiming operation mode which is simpler, more convenient and faster, effectively reduces the operation difficulty of aiming operation, and is favorable for improving the aiming efficiency and the human-computer interaction efficiency of players.
Based on the same inventive concept, the application also provides electronic equipment corresponding to the interaction method in the game, and as the principle of solving the problem of the electronic equipment in the embodiment of the application is similar to the interaction method in the game in the embodiment of the application, the implementation of the electronic equipment can refer to the implementation of the interaction method, and repeated parts are not described again.
Fig. 11 is a schematic structural diagram of an electronic device 1100 according to an embodiment of the present application, including: the system comprises a processor 1101, a memory 1102 and a bus 1103, wherein the memory 1102 stores machine readable instructions executable by the processor 1101, when the electronic device runs an interaction method in a game as in the embodiment, the processor 1101 communicates with the memory 1102 through the bus 1103, and the processor 1101 executes the machine readable instructions, wherein a graphical user interface is provided through the terminal device, and at least part of a game scene is displayed on the graphical user interface; the graphical user interface comprises an aiming indicator for indicating an aiming direction of a first game character in the game; the processor 1101, when executing the machine-readable instructions, performs the following steps:
responding to the game entering a preset target point mode, determining an initial aiming direction in the game scene, and determining an initial aiming position aimed at by the aiming indicator in the game scene according to the initial aiming direction;
under the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in the game scene according to the initial aiming position and a first operation parameter of the aiming setting operation;
after the game exits the preset target point mode, responding to aiming switching operation, and selecting a first target position point from the at least one target position point according to a second operation parameter of the aiming switching operation;
in response to the end of the aiming switch operation, adjusting the aiming direction of the first game character to align the aiming indicator with the first target location point.
In an alternative embodiment, the aim setting operations include a first aim setting operation, and in the preset target point mode, the processor 1101 is configured to respond to each of the first aim setting operations by:
adjusting the initial aiming position according to a first operation parameter of the first aiming setting operation in response to the first aiming setting operation, determining a first aiming position at which the aiming indicator is aligned in the game scene, and displaying a first connecting line between the first aiming position and the first game character on the graphical user interface;
responding to a target adjusting operation of a first operation parameter aiming at the first aiming setting operation, and adjusting the distance between the aiming indicator and the first game character on a target straight line where the first connecting line is located;
in response to the end of the target adjustment operation, determining a current location point indicated on the target line by the aiming indicator as the target location point set in the first aiming setting operation.
In an alternative embodiment, the aim setting operations include a second aim setting operation, and in the preset target point mode, the processor 1101 is configured to respond to each of the second aim setting operations by:
adjusting the initial aiming position according to the first operation parameter of the second aiming setting operation in response to the second aiming setting operation, and determining a second aiming position at which the aiming indicator is aligned in the game scene;
determining the second aiming position as the target position point set under the second aiming setting operation when the distance between the second aiming position and the first game character is less than or equal to the farthest attack distance of a target weapon in response to the end of the second aiming setting operation; wherein the target weapon characterizes a weapon currently assembled by the first game character.
In an alternative embodiment, in the preset target point mode, when at least one target location point is determined in the game scene according to the initial aiming location and the first operation parameter of the aiming setting operation in response to at least one aiming setting operation, the processor 1101 is further configured to:
in response to the current aiming setting operation, determining the target position point set under the current aiming setting operation according to the initial aiming position and a first operation parameter of the current aiming setting operation;
and replacing the earliest determined target position point with the target position point set under the current aiming setting operation in response to the fact that the total number of the determined target position points is larger than a preset number threshold.
In an alternative embodiment, when the target adjusting operation in response to the first operation parameter for the first aiming setting operation adjusts the distance between the aiming indicator and the first game character on the target straight line where the first connection line is located, the processor 1101 is configured to:
adjusting a distance between the aiming indicator and the first game character within a target line segment interval on the target straight line in response to a target adjustment operation for a first operation parameter of the first aiming setting operation; the target line segment interval represents a line segment interval formed by the character position of the first game character and the farthest attack position point on the target straight line; and the farthest attack position point is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
In an alternative embodiment, in said adjusting the distance between the aiming indicator and the first game character, the processor 1101 is further configured to:
displaying a corresponding projection point of the aiming indicator on a reference plane on the graphical user interface; wherein the reference plane characterizes a ground in the game scene;
and controlling the projection point to move along with the position point indicated by the aiming indicator on the target straight line in response to the adjustment of the distance between the aiming indicator and the first game character.
In an alternative embodiment, in said adjusting the distance between the aiming indicator and the first game character, the processor 1101 is further configured to:
responding to an attack obstacle existing between the first game character and the aiming indicator on the target straight line, and displaying a current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a first preset display mechanism;
or the like, or, alternatively,
and responding to the fact that no attack obstacle exists between the first game character and the aiming indicator on the target straight line, and displaying the current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a second preset display mechanism.
In an alternative embodiment, after the game exits the preset target point mode, the processor 1101 is further configured to:
responding to the fact that an attack object exists in a first preset area where the target position point is located in the game scene, and displaying the target position point on the graphical user interface according to a third preset display mechanism;
or the like, or, alternatively,
and responding to the fact that no attack object exists in the first preset area, and displaying the target position point on the graphical user interface according to a fourth preset display mechanism.
In an alternative embodiment, in said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switch operation, the processor 1101 is specifically configured to:
responding to the end of the aiming switching operation, adjusting the orientation of a virtual lens in the game, and controlling the first target position point to move to the display position of the aiming indicator on the graphical user interface according to the adjusted orientation of the virtual lens.
In an alternative embodiment, in said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switch operation, the processor 1101 is specifically configured to:
controlling, on the graphical user interface, the aiming indicator to move to the first target location point in response to an end of the aiming switch operation.
In an alternative embodiment, in said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switch operation, the processor 1101 is further configured to:
in response to the end of the aiming switching operation, when an offensive object exists in a second preset area in which the first target location point is located in the game scene, adjusting the aiming direction of the first game character to aim the aiming indicator at the offensive object.
In an alternative embodiment, in the process of adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point, the processor 1101 is further configured to:
controlling the first game character to move in the game scene in response to a movement control operation for the first game character;
stopping adjusting the aiming direction of the first game character in response to the distance between the first game character and the first target position point being greater than the effective attack distance; wherein the effective attack distance is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
In an alternative embodiment, in the process of adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point, the processor 1101 is further configured to:
and responding to the visual angle movement operation aiming at the first game role, and stopping adjusting the aiming direction of the first game role when the visual angle rotation angle of the first game role is larger than or equal to a preset angle threshold value.
Through the electronic equipment provided by the embodiment of the application, the initial aiming direction is determined in a game scene in response to the game entering the preset target point mode, and the initial aiming position of the aiming indicator aligned in the game scene is determined according to the initial aiming direction; in the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in a game scene according to an initial aiming position and a first operation parameter of the aiming setting operation; after the game exits the preset target point mode, responding to the aiming switching operation, and selecting a first target position point from at least one target position point according to a second operation parameter of the aiming switching operation; in response to the end of the aiming switching operation, the aiming direction of the first game character is adjusted to align the aiming indicator with the first target position point.
Through the mode, on the basis of keeping the existing trigger mechanism of aiming operation, the method provides another aiming operation mode which is simpler, more convenient and faster, effectively reduces the operation difficulty of aiming operation, and is favorable for improving the aiming efficiency and the human-computer interaction efficiency of players.
Based on the same inventive concept, an embodiment of the present application further provides a computer-readable storage medium, wherein a terminal device provides a graphical user interface, at least part of a game scene is displayed on the graphical user interface, the graphical user interface includes an aiming indicator, the aiming indicator is used for indicating an aiming direction of a first game character in the game, and the computer-readable storage medium stores a computer program, and the computer program is executed by a processor when the processor executes the following steps:
responding to the game entering a preset target point mode, determining an initial aiming direction in the game scene, and determining an initial aiming position aimed at by the aiming indicator in the game scene according to the initial aiming direction;
under the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in the game scene according to the initial aiming position and a first operation parameter of the aiming setting operation;
after the game exits the preset target point mode, responding to aiming switching operation, and selecting a first target position point from the at least one target position point according to a second operation parameter of the aiming switching operation;
in response to the end of the aiming switching operation, adjusting the aiming direction of the first game character to align the aiming indicator with the first target location point.
In an alternative embodiment, the aim setting operations include a first aim setting operation, and in the preset target point mode, the processor is configured to respond to each of the first aim setting operations by:
adjusting the initial aiming position according to a first operation parameter of the first aiming setting operation in response to the first aiming setting operation, determining a first aiming position at which the aiming indicator is aligned in the game scene, and displaying a first connecting line between the first aiming position and the first game character on the graphical user interface;
responding to a target adjusting operation of a first operation parameter aiming at the first aiming setting operation, and adjusting the distance between the aiming indicator and the first game character on a target straight line where the first connecting line is located;
in response to the end of the target adjustment operation, determining a current location point indicated on the target line by the aiming indicator as the target location point set in the first aiming setting operation.
In an alternative embodiment, the aim setting operations include a second aim setting operation, in the preset target point mode, the processor is configured to respond to each of the second aim setting operations by:
adjusting the initial aiming position in response to the second aiming setting operation according to the first operating parameter of the second aiming setting operation to determine a second aiming position at which the aiming indicator is aligned in the game scene;
determining the second aiming position as the target position point set under the second aiming setting operation when the distance between the second aiming position and the first game character is less than or equal to the farthest attack distance of a target weapon in response to the end of the second aiming setting operation; wherein the target weapon characterizes a weapon currently assembled by the first game character.
In an alternative embodiment, in the preset target point mode, when at least one target position point is determined in the game scene according to the initial aiming position and the first operation parameter of the aiming setting operation in response to at least one aiming setting operation, the processor is further configured to:
in response to the current aiming setting operation, determining the target position point set under the current aiming setting operation according to the initial aiming position and a first operation parameter of the current aiming setting operation;
and in response to the fact that the total number of the determined target position points is larger than a preset number threshold value, replacing the earliest determined target position point with the target position point set under the current aiming setting operation.
In an alternative embodiment, when the target adjustment operation responsive to the first operation parameter for the first aiming setting operation adjusts the distance between the aiming indicator and the first game character on the target straight line on which the first connection line is located, the processor is configured to:
adjusting a distance between the aiming indicator and the first game character within a target segment interval on the target straight line in response to a target adjustment operation for a first operation parameter of the first aiming setting operation; the target line segment interval represents a line segment interval formed by the character position of the first game character and the farthest attack position point on the target straight line; and the farthest attack position point is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
In an alternative embodiment, in the adjusting the distance between the aiming indicator and the first game character, the processor is further configured to:
displaying a corresponding projection point of the aiming indicator on a reference plane on the graphical user interface; wherein the reference plane characterizes a ground in the game scene;
and controlling the projection point to move along the position point indicated by the aiming indicator on the target straight line in response to the adjustment of the distance between the aiming indicator and the first game character.
In an alternative embodiment, in the adjusting the distance between the aiming indicator and the first game character, the processor is further configured to:
responding to an attack obstacle existing between the first game character and the aiming indicator on the target straight line, and displaying a current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a first preset display mechanism;
or the like, or, alternatively,
and responding to the condition that no attack obstacle exists between the first game character and the aiming indicator on the target straight line, and displaying the current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a second preset display mechanism.
In an optional embodiment, after the game exits the preset target point mode, the processor is further configured to:
responding to the fact that an attack object exists in a first preset area where the target position point is located in the game scene, and displaying the target position point on the graphical user interface according to a third preset display mechanism;
or the like, or, alternatively,
and responding to the fact that no attack object exists in the first preset area, and displaying the target position point on the graphical user interface according to a fourth preset display mechanism.
In an alternative embodiment, when said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switch operation, the processor is specifically configured to:
responding to the end of the aiming switching operation, adjusting the orientation of a virtual lens in the game, and controlling the first target position point to move to the display position of the aiming indicator on the graphical user interface according to the adjusted orientation of the virtual lens.
In an alternative embodiment, in said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switch operation, the processor is specifically configured to:
controlling, on the graphical user interface, the aiming indicator to move to the first target location point in response to an end of the aiming switch operation.
In an alternative embodiment, in said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switch operation, the processor is further configured to:
in response to the end of the aiming switching operation, when an offensive object exists in a second preset area in which the first target location point is located in the game scene, adjusting the aiming direction of the first game character to aim the aiming indicator at the offensive object.
In an alternative embodiment, in the adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point, the processor is further configured to:
controlling the first game character to move in the game scene in response to a movement control operation for the first game character;
stopping adjusting the aiming direction of the first game character in response to the fact that the distance between the first game character and the first target position point is larger than the effective attack distance; wherein the effective attack distance is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
In an alternative embodiment, in the adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point, the processor is further configured to:
and responding to the visual angle movement operation aiming at the first game role, and stopping adjusting the aiming direction of the first game role when the visual angle rotation angle of the first game role is larger than or equal to a preset angle threshold value.
By the computer-readable storage medium provided by the embodiment of the application, in response to the game entering the preset target point mode, an initial aiming direction is determined in the game scene, and according to the initial aiming direction, an initial aiming position of the aiming indicator in the game scene is determined; under a preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in a game scene according to an initial aiming position and a first operation parameter of the aiming setting operation; after the game exits the preset target point mode, responding to the aiming switching operation, and selecting a first target position point from at least one target position point according to a second operation parameter of the aiming switching operation; in response to the end of the aiming switching operation, the aiming direction of the first game character is adjusted to aim the aiming indicator at the first target location point.
Through the mode, on the basis of keeping the existing trigger mechanism of aiming operation, the method provides another aiming operation mode which is simpler, more convenient and faster, effectively reduces the operation difficulty of aiming operation, and is favorable for improving the aiming efficiency and the human-computer interaction efficiency of players.
In this embodiment of the application, when being executed by the processor, the computer-readable storage medium may further execute other machine-readable instructions to execute other interaction methods in the game as described in the embodiments, and for the steps and principles of the interaction methods to be specifically executed, reference is made to the description of the method-side embodiment, which is not described herein again.
In the embodiments provided in the present application, it should be understood that the disclosed system and method may be implemented in other ways. The above-described system embodiments are merely illustrative, and for example, the division of the units is only one logical functional division, and there may be other divisions in actual implementation, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of systems or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments provided in the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the methods described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, an optical disk, or other various media capable of storing program codes.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus once an item is defined in one figure, it need not be further defined and explained in subsequent figures, and moreover, the terms "first", "second", "third", etc. are used merely to distinguish one description from another and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the present disclosure, which should be construed in light of the above teachings. Are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (16)

1. An interaction method in a game, wherein a graphical user interface is provided through a terminal device, at least part of a game scene is displayed on the graphical user interface, the graphical user interface comprises an aiming indicator used for indicating the aiming direction of a first game character in the game, and the interaction method comprises the following steps:
responding to the game entering a preset target point mode, determining an initial aiming direction in the game scene, and determining an initial aiming position aimed at by the aiming indicator in the game scene according to the initial aiming direction;
under the preset target point mode, responding to at least one aiming setting operation, and determining at least one target position point in the game scene according to the initial aiming position and a first operation parameter of the aiming setting operation;
after the game exits the preset target point mode, responding to aiming switching operation, and selecting a first target position point from the at least one target position point according to a second operation parameter of the aiming switching operation;
in response to the end of the aiming switching operation, adjusting the aiming direction of the first game character to align the aiming indicator with the first target location point.
2. The interactive method according to claim 1, wherein the aiming setting operations include a first aiming setting operation, each of which is responded to in the preset target point mode by:
adjusting the initial aiming position according to a first operation parameter of the first aiming setting operation in response to the first aiming setting operation, determining a first aiming position at which the aiming indicator is aligned in the game scene, and displaying a first connecting line between the first aiming position and the first game character on the graphical user interface;
responding to a target adjusting operation of a first operation parameter aiming at the first aiming setting operation, and adjusting the distance between the aiming indicator and the first game character on a target straight line where the first connecting line is located;
in response to the end of the target adjustment operation, determining a current location point indicated on the target line by the aiming indicator as the target location point set in the first aiming setting operation.
3. The interactive method according to claim 1, wherein the aiming setting operations include a second aiming setting operation, each of which is responded to in the preset target point mode by:
adjusting the initial aiming position according to the first operation parameter of the second aiming setting operation in response to the second aiming setting operation, and determining a second aiming position at which the aiming indicator is aligned in the game scene;
determining the second aiming position as the target position point set under the second aiming setting operation when the distance between the second aiming position and the first game character is less than or equal to the farthest attack distance of a target weapon in response to the end of the second aiming setting operation; wherein the target weapon characterizes a weapon currently assembled by the first game character.
4. The interactive method of claim 1, wherein in the preset target point mode, in response to at least one aiming setting operation, determining at least one target location point in the game scene according to the initial aiming location and a first operating parameter of the aiming setting operation, further comprises:
in response to the current aiming setting operation, determining the target position point set under the current aiming setting operation according to the initial aiming position and a first operation parameter of the current aiming setting operation;
and replacing the earliest determined target position point with the target position point set under the current aiming setting operation in response to the fact that the total number of the determined target position points is larger than a preset number threshold.
5. The interaction method according to claim 2, wherein the adjusting the distance between the aiming indicator and the first game character on the aiming line on which the first connection line is located in response to the aiming adjustment operation for the first operation parameter of the first aiming setting operation comprises:
adjusting a distance between the aiming indicator and the first game character within a target segment interval on the target straight line in response to a target adjustment operation for a first operation parameter of the first aiming setting operation; the target line segment interval represents a line segment interval formed by the character position of the first game character and the farthest attack position point on the target straight line; and the farthest attack position point is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
6. The interaction method according to claim 2, wherein in the process of adjusting the distance between the aiming indicator and the first game character, the interaction method further comprises:
displaying a corresponding projection point of the aiming indicator on a reference plane on the graphical user interface; wherein the reference plane characterizes a ground in the game scene;
and controlling the projection point to move along with the position point indicated by the aiming indicator on the target straight line in response to the adjustment of the distance between the aiming indicator and the first game character.
7. The interaction method as claimed in claim 2, wherein in the process of adjusting the distance between the aiming indicator and the first game character, the interaction method further comprises:
responding to an attack obstacle existing between the first game character and the aiming indicator on the target straight line, and displaying a current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a first preset display mechanism;
or the like, or, alternatively,
and responding to the fact that no attack obstacle exists between the first game character and the aiming indicator on the target straight line, and displaying the current position point indicated by the aiming indicator on the target straight line on the graphical user interface according to a second preset display mechanism.
8. The interaction method according to claim 1, wherein after the game exits the preset goal point mode, the interaction method further comprises:
responding to the fact that an attack object exists in a first preset area where the target position point is located in the game scene, and displaying the target position point on the graphical user interface according to a third preset display mechanism;
or the like, or, alternatively,
and responding to the fact that no attack object exists in the first preset area, and displaying the target position point on the graphical user interface according to a fourth preset display mechanism.
9. The interaction method according to claim 1, wherein said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switching operation comprises:
responding to the end of the aiming switching operation, adjusting the orientation of a virtual lens in the game, and controlling the first target position point to move to the display position of the aiming indicator on the graphical user interface according to the adjusted orientation of the virtual lens.
10. The interaction method according to claim 1, wherein said adjusting the aiming direction of the first game character to aim the aiming indicator at the first target location point in response to the end of the aiming switching operation comprises:
controlling, on the graphical user interface, the aiming indicator to move to the first target location point in response to an end of the aiming switch operation.
11. The interaction method according to claim 1, wherein said adjusting the aiming direction of the first game character in response to the end of the aiming switching operation to aim the aiming indicator at the first target location point, further comprises:
in response to the end of the aiming switching operation, when an offensive object exists in a second preset area in which the first target location point is located in the game scene, adjusting the aiming direction of the first game character to aim the aiming indicator at the offensive object.
12. The interaction method as claimed in claim 1, wherein in the process of adjusting the aiming direction of the first game character to align the aiming pointer with the first target location point, the interaction method further comprises:
controlling the first game character to move in the game scene in response to a movement control operation for the first game character;
stopping adjusting the aiming direction of the first game character in response to the distance between the first game character and the first target position point being greater than the effective attack distance; wherein the effective attack distance is determined according to the farthest attack distance of the weapon currently assembled by the first game role.
13. The interaction method according to claim 1, wherein in said adjusting the aiming direction of the first game character to align the aiming indicator with the first target position point, the interaction method further comprises:
and responding to the visual angle moving operation aiming at the first game role, and stopping adjusting the aiming direction of the first game role when the visual angle rotating angle of the first game role is larger than or equal to a preset angle threshold value.
14. An interaction device in a game, wherein a graphical user interface is provided through a terminal device, at least part of a game scene is displayed on the graphical user interface, the graphical user interface comprises an aiming indicator for indicating an aiming direction of a first game character in the game, and the interaction device comprises:
the first response module is used for responding to the game entering a preset target point mode, determining an initial aiming direction in the game scene, and determining an initial aiming position aimed at by the aiming indicator in the game scene according to the initial aiming direction;
a second response module, configured to determine, in the preset target point mode, at least one target location point in the game scene according to the initial targeting location and the first operation parameter of the targeting setting operation in response to at least one targeting setting operation;
a third response module, configured to respond to the aiming switching operation after the game exits from the preset target point mode, and select a first target location point from the at least one target location point according to a second operation parameter of the aiming switching operation;
and the fourth response module is used for responding to the end of the aiming switching operation and adjusting the aiming direction of the first game role so as to enable the aiming indicator to be aligned with the first target position point.
15. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine-readable instructions executable by the processor, the processor and the memory communicating over the bus when the electronic device is running, the machine-readable instructions when executed by the processor performing the steps of the in-game interaction method of any of claims 1 to 13.
16. A computer-readable storage medium, having stored thereon a computer program for performing, when executed by a processor, the steps of the method of interaction in a game as claimed in any one of claims 1 to 13.
CN202211357166.XA 2022-11-01 2022-11-01 Interactive method, device, equipment and storage medium in game Pending CN115645915A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202211357166.XA CN115645915A (en) 2022-11-01 2022-11-01 Interactive method, device, equipment and storage medium in game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202211357166.XA CN115645915A (en) 2022-11-01 2022-11-01 Interactive method, device, equipment and storage medium in game

Publications (1)

Publication Number Publication Date
CN115645915A true CN115645915A (en) 2023-01-31

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Family Applications (1)

Application Number Title Priority Date Filing Date
CN202211357166.XA Pending CN115645915A (en) 2022-11-01 2022-11-01 Interactive method, device, equipment and storage medium in game

Country Status (1)

Country Link
CN (1) CN115645915A (en)

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