CN116271827A - Aiming method and device for target object in game, electronic equipment and storage medium - Google Patents

Aiming method and device for target object in game, electronic equipment and storage medium Download PDF

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Publication number
CN116271827A
CN116271827A CN202211105486.6A CN202211105486A CN116271827A CN 116271827 A CN116271827 A CN 116271827A CN 202211105486 A CN202211105486 A CN 202211105486A CN 116271827 A CN116271827 A CN 116271827A
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China
Prior art keywords
target object
sight
aiming
objects
determining
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CN202211105486.6A
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Chinese (zh)
Inventor
吴优
刘勇成
胡志鹏
袁思思
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202211105486.6A priority Critical patent/CN116271827A/en
Publication of CN116271827A publication Critical patent/CN116271827A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the application discloses a target object aiming method, a target object aiming device, electronic equipment and a storage medium in a game, which are applied to the technical field of computers, wherein the method comprises the following steps: a plurality of aimable objects within a preset aiming range are identified, and an aiming identification corresponding to each of the plurality of aimable objects is displayed in the virtual game environment. And determining the target object from the plurality of sighting objects according to a preset rule. And displaying movement mode prompt information of the aiming at the virtual game environment according to the current position of the aiming at the virtual game environment and the current position of the target object. A user operation for a gamepad is obtained, the user operation for controlling movement of a sight in a virtual game environment. And determining the to-be-aimed state of the target object according to the moving mode prompt information and the user operation. The aiming method can improve the accuracy of aiming operation in shooting games and avoid the phenomenon of error adsorption in the aiming process.

Description

Aiming method and device for target object in game, electronic equipment and storage medium
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and apparatus for aiming a target object in a game, an electronic device, and a storage medium.
Background
Electronic competitive games have become the most popular online game for their strong immersive experience and interactivity. Among them, the first person shooting game is one of electronic competitive games, and is popular with players because of the presence of the first person shooting game. In the first-person shooting game, a virtual battlefield is shown to a user from a first-person view angle, namely, a player does not need to control virtual characters displayed on a screen to play the game, but views game characters corresponding to other players in the virtual battlefield from an immersive main view angle, and after the enemy characters are found, the enemy characters are shot.
Wherein each game character in the virtual battlefield is dynamic, and when a player shoots an opponent character, the opponent character needs to be aimed at first, and then an attack is issued. Therefore, the game requires a high level of operability for the player. In order to reduce the threshold of shooting games, damping adsorption technology has been developed. Damping adsorption means that when a sight operated by a player approaches a game character, the game system automatically adsorbs the sight to the game character, and at this time, the player can finish the aiming process of the game character without aiming the sight at the game character so as to shoot the game character later.
However, in shooting-type competitive games, a plurality of enemy game characters often appear at the same time. Because the damping adsorption function can adsorb the sight on the enemy game character closest to the sight, when a player does not want to attack the recent enemy game character, the damping adsorption function at the moment can generate the problem of error adsorption, thereby affecting the strategic judgment of the player, failing to attack the enemy game character which the player wants to attack in time, and greatly affecting the game experience of the player.
Disclosure of Invention
The application provides a target object aiming method and device in a game, electronic equipment and a storage medium. When a player is shooting, a plurality of alignable objects are displayed to the player. The player is then presented with a movement pattern prompt for recommending to the player the desired target object of the plurality of target objects. A determination is then made as to whether to aim at the desired aim object based on the player's operation. Therefore, whether the sight is adsorbed to the ideal aiming object can be determined according to the intention of the player, so that the phenomenon of error adsorption is avoided. Thereby improving the accuracy and flexibility of the shooting process.
An embodiment of the present application provides a targeting method for a target object in a game, where the targeting method includes:
A plurality of aimable objects within a preset aiming range are identified, and an aiming identification corresponding to each of the plurality of aimable objects is displayed in the virtual game environment.
And determining the target object from the plurality of sighting objects according to a preset rule.
And displaying movement mode prompt information of the aiming at the virtual game environment according to the current position of the aiming at the virtual game environment and the current position of the target object.
User operations are acquired for controlling movement of the sight in the virtual game environment.
And determining the adsorption states of the sight glass and the target object according to the movement mode prompt information and the user operation.
In an alternative embodiment, determining the adsorption state of the sight glass and the target object according to the movement mode prompt information and the user operation includes:
when the actual moving mode of the sight corresponding to the user operation is consistent with the moving mode recommended by the moving mode prompt information, the sight and the target object are determined to be in an adsorbable state.
When the actual moving mode of the aiming star corresponding to the user operation is inconsistent with the moving mode recommended by the moving mode prompt information, another target object is redetermined in the plurality of aiming objects.
In an alternative embodiment, the method further comprises:
and if the sight glass and the target object are in an adsorbable state, adsorbing the sight glass to the aiming mark corresponding to the target object by utilizing a damping adsorption function.
In an alternative embodiment, the method further comprises:
and acquiring the stopping position of the sight corresponding to the user operation.
And when the stopping position is not in the adsorption range corresponding to the target object, determining the adsorption range corresponding to the stopping position.
And acquiring target adsorption objects in a plurality of alignable objects in the adsorption range corresponding to the stop position.
And adsorbing the sight on the aiming mark corresponding to the target adsorption object.
In an alternative embodiment, determining the target object from the plurality of aimable objects according to the preset rules includes:
and acquiring an initial movement track of the sight in a preset time.
And determining the initial movement trend corresponding to the sight according to the initial movement track.
A target object of the plurality of aimable objects is determined based on the initial movement trend.
In an alternative embodiment, determining a target object of a plurality of aimable objects based on an initial movement trend includes:
and determining the direction to be moved corresponding to the sight according to the initial movement trend.
The target object is determined from the sighting object closest to the sight in the direction to be moved.
In an alternative embodiment, determining the target object from the plurality of aimable objects according to the preset rules includes:
status attribute information corresponding to each of the plurality of aimable objects is obtained, the status attribute information being used to indicate a life status of the aimable object.
And determining a target object in the plurality of the objects according to the state attribute information corresponding to each object.
In an alternative embodiment, determining the target object from the plurality of aimable objects according to the preset rules includes:
identity attribute information corresponding to each of a plurality of objects that can be targeted is obtained.
And determining a target object in the plurality of sighting objects according to the attack type corresponding to the sight and the identity attribute information corresponding to each sighting object.
In an alternative embodiment, displaying movement mode prompt information for the sight in the virtual game environment according to the current position of the sight and the current position of the target object in the virtual game environment comprises:
and connecting the current position of the sight in the virtual game environment with the current position of the target object, and determining a virtual path between the current position of the sight and the current position of the target object.
The virtual path is displayed in the virtual gaming environment.
In an alternative embodiment, the method further comprises:
after aiming the target object, canceling the display of the virtual path.
A second aspect of embodiments of the present application provides an aiming device for an in-game target object, the aiming device including:
and the identification unit is used for identifying a plurality of objects which can be aimed in a preset aiming range.
And the display unit is used for displaying the aiming identification corresponding to each of the plurality of the aimed objects in the virtual game environment.
And the determining unit is used for determining the target object from the plurality of the alignable objects according to a preset rule.
And the display unit is also used for displaying movement mode prompt information of the aiming at the virtual game environment according to the current position of the aiming at the virtual game environment and the current position of the target object.
And the acquisition unit is used for acquiring user operation, and the user operation is used for controlling the sight to move in the virtual game environment.
And the determining unit is also used for determining the adsorption states of the sight glass and the target object according to the moving mode prompt information and the user operation.
In an optional implementation manner, the determining unit is specifically configured to determine that the sight and the target object are in an adsorbable state when an actual movement manner of the sight corresponding to the user operation is consistent with a movement manner recommended by the movement manner prompt information. When the actual moving mode of the aiming star corresponding to the user operation is inconsistent with the moving mode recommended by the moving mode prompt information, another target object is redetermined in the plurality of aiming objects.
In an alternative embodiment, the aiming device further comprises a processing unit.
And the processing unit is used for adsorbing the sight glass onto the aiming mark corresponding to the target object by utilizing the damping adsorption function if the sight glass and the target object are in an adsorbable state.
In an alternative embodiment, the obtaining unit is further configured to obtain a stop position of the sight corresponding to the user operation.
And the determining unit is also used for determining the adsorption range corresponding to the stop position when the stop position is not in the adsorption range corresponding to the target object.
And the acquisition unit is also used for acquiring a target adsorption object in a plurality of alignable objects in the adsorption range corresponding to the stop position.
And the processing unit is also used for adsorbing the sight glass onto the aiming mark corresponding to the target adsorption object.
In an alternative embodiment, the acquiring unit is further configured to acquire an initial movement track of the sight within a preset time.
The determining unit is specifically configured to determine an initial movement trend corresponding to the sight according to the initial movement track. A target object of the plurality of aimable objects is determined based on the initial movement trend.
In an alternative embodiment, the determining unit is specifically configured to determine the direction to be moved corresponding to the sight according to the initial movement trend. The target object is determined from the sighting object closest to the sight in the direction to be moved.
In an alternative embodiment, the obtaining unit is further configured to obtain state attribute information corresponding to each of the plurality of alignable objects, where the state attribute information is used to indicate a life state of the alignable objects.
The determining unit is specifically configured to determine a target object in the plurality of objects that can be aimed according to the state attribute information corresponding to each object that can be aimed.
In an alternative embodiment, the obtaining unit is further configured to obtain identity attribute information corresponding to each of the plurality of alignable objects.
The determining unit is specifically configured to determine a target object in the plurality of objects that can be aimed according to the attack type corresponding to the sight and the identity attribute information corresponding to each object that can be aimed.
In an alternative embodiment, the determining unit is further configured to connect the current position of the sight and the current position of the target object in the virtual game environment, and determine a virtual path between the current position of the sight and the current position of the target object.
And a display unit for displaying the virtual path in the virtual game environment.
In an alternative embodiment, the display unit is further configured to cancel the presentation of the virtual path after aiming the target object.
A third aspect of the embodiments of the present application further provides an electronic device, including: the system comprises a memory and a processor, wherein the memory and the processor are coupled.
Wherein the memory is for storing one or more computer instructions.
The processor is configured to execute one or more computer instructions to implement a method of targeting a target object in a game as described in the first aspect.
A fourth aspect of embodiments of the present application also provides a computer-readable storage medium having stored thereon one or more computer instructions executable by a processor to implement a method of targeting a target object in a game as described in the first aspect above.
Compared with the prior art, the invention has the following advantages:
the embodiment of the application provides a prompting method of aiming targets in a game, when a player enters a shooting state, a game system firstly needs to determine a plurality of aiming targets according to a game picture displayed on a current page, and then displays aiming identifications corresponding to the aiming targets on the current page, wherein the aiming identifications can be used for the player to refer to so as to determine an accurate shooting point. The game system then needs to determine a target object among the plurality of aimable objects and display movement style hints about the target object on the page so that the user can move the sight position based on the movement style hints. Specifically, when the user wants to aim at the target object, the sight is moved according to the movement mode recommended by the movement mode prompt information, and when the user wants to aim at other objects, the movement mode recommended by the movement mode prompt information is avoided. And if the user moves the sight glass according to the movement mode recommended by the movement mode prompt information, the game system needs to automatically adsorb the sight glass to the target object by means of the damping adsorption function so as to finish the aiming process of the target object.
In the above-mentioned aiming method, the damping adsorption function does not directly adsorb the selected target object, and the game system needs to prompt a plurality of game characters that can be aimed first, and then recommend an ideal aiming object to the player by displaying the moving mode prompt information. It is then determined whether the sight can be attracted to the target object according to the subsequent operations of the player. Therefore, the player can control and correct the damping adsorption function, and error adsorption caused by direct adsorption is avoided. Therefore, the accuracy and the flexibility of aiming the target by the damping adsorption function are greatly improved. Meanwhile, the player can accurately aim according to own will, and the game experience of the user is greatly enhanced.
Drawings
FIG. 1 is a schematic flow chart of a targeting method of a target object in a game according to an embodiment of the present application;
fig. 2 is a flow chart of a method for determining a target object according to an embodiment of the present application;
FIG. 3 is a schematic structural diagram of a game interface according to an embodiment of the present disclosure;
FIG. 4 is a schematic structural diagram of another game interface according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of another game interface according to an embodiment of the present disclosure;
FIG. 6 is a flowchart of another method for targeting a target object in a game according to an embodiment of the present disclosure;
fig. 7 is a schematic structural diagram of an aiming device for a target object in a game according to an embodiment of the present application;
fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
The application provides a target object aiming method and device in a game, electronic equipment and a storage medium. When a player is shooting, a plurality of alignable objects are displayed to the player. The player is then presented with a movement pattern prompt for recommending to the player the desired target object of the plurality of target objects. A determination is then made as to whether to aim at the desired aim object based on the player's operation. Therefore, whether the sight is adsorbed to the ideal aiming object can be determined according to the intention of the player, so that the phenomenon of error adsorption is avoided. Thereby improving the accuracy and flexibility of the shooting process.
In order to enable those skilled in the art to better understand the technical solutions of the present application, the present application is clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. This application is intended to be limited to the details shown and described, and it is intended that the invention not be limited to the particular embodiment disclosed, but that the application will include all embodiments falling within the scope of the appended claims.
It should be noted that the terms "first," "second," "third," and the like in the claims, specification, and drawings herein are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. The data so used may be interchanged where appropriate to facilitate the embodiments of the present application described herein, and may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and their variants are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
With the continuous refreshing of the innovation rate of the electronic information technology, the electronic competitive game combines the competitive property and the entertainment property into a whole, and is one of the mainstream novel competitive activities which is deeply favored by young people. Meanwhile, the generation of such games has also led to the development of derived economic industries, such as network living broadcast, competition, game peripheral industries, game upstream and downstream industries, etc., which have been greatly developed.
In the electronic competitive game, the 3D multi-player competitive game has unique attraction from birth because of the characteristic of simulating a 3D scene, so a large amount of vermicelli is harvested. The unique control method and various operation skills of the game play system perfectly combine the competitive performance with the entertainment performance, and bring unique competitive experience to players. Such games are typically played in 3D game scenarios with multiple players controlling virtual characters, and the party meeting the winning conditions may ultimately earn the winner of the competitive game. The common competitive mode is that a player controls the virtual game character to attack the enemy virtual game character by using weapons or skills, thereby causing damage to the enemy virtual game character and eliminating the enemy virtual game character. When a player controls the virtual game character to use a weapon or a skill, the player needs to aim at the enemy virtual game character to enable the attack or the skill to accurately fall on the player, so that the aim of damaging the player is fulfilled. Taking a first-person shooting game as an example, a virtual battlefield is shown to a player from a first-person view angle in the first-person shooting game, the player observes virtual game characters controlled by other players in the virtual battlefield from an immersive main view angle, after the enemy virtual game characters are found, the enemy virtual game characters need to be aimed at first, then virtual bullets are sent out, and shooting of the enemy virtual game characters is completed.
Typically, the player controls the position of the sight displayed on the game interface by operating the joystick, keyboard and mouse, touch screen, etc., i.e., the player controls the sight to move to the target virtual game character, thus completing the aiming of the target virtual game character. Since the enemy virtual game character always moves in real time in the game scene, aiming very challenges the operation level and reaction capability of the player, which results in a high threshold for such games, which is not friendly to many game players. To reduce the threshold of such games, damped adsorption techniques have evolved. The damping adsorption means that when the sight controlled by the player approaches to a certain virtual game role, the game system automatically adsorbs the sight to the virtual game role, and at the moment, the player can finish the aiming process of the virtual game role without aiming the sight at the virtual game role, so that the operation difficulty of the player is greatly reduced.
However, when the damping adsorption technique is applied to a game, a phenomenon of mis-adsorption is often generated. Specifically, in the competitive game, a plurality of opponent virtual game characters may appear at the same time, and since the damping adsorption function adsorbs the sight to the opponent game character closest to the sight, when the player does not want to attack the closest opponent virtual game character, the damping adsorption function at this time erroneously adsorbs. This greatly affects the aiming operation of the player, so that the player cannot aim at the enemy virtual game character to be aimed in time and accurately, thereby losing the advantage of preferential attack and possibly causing the failure of the game. It follows that using existing damped adsorption techniques to assist in targeting does not fully meet the needs of players for fast and accurate targeting.
In order to solve the problems, the application provides a targeting method and device of a target object in a game, electronic equipment and a storage medium. The aiming method recommends an ideal aiming object in a plurality of aiming objects for a player in a mode of displaying movement mode prompt information of the sight to the player, and then determines whether the sight is absorbed on the ideal aiming object according to operation of the player, so that the problem of error absorption is avoided. The method, apparatus, terminal and computer readable storage medium described in the present application are described in further detail below with reference to specific embodiments and attached drawings.
Fig. 1 is a flowchart of a method for targeting a target object in a game according to an embodiment of the present application, where steps shown in the flowchart may be performed in a computer system such as a set of computer executable instructions, and in some cases, the steps shown may be performed in a different logic order than shown in the flowchart.
As shown in fig. 1, the aiming method comprises the following steps:
101. a plurality of aimable objects within a preset aiming range are identified, and an aiming identification corresponding to each of the plurality of aimable objects is displayed in the virtual game environment.
Wherein, the virtual game environment refers to a game picture where a virtual game character controlled by a player is located. When a player starts a game, the virtual game character controlled by the player will enter into the virtual game environment displayed by the game interface. At this time, the player controls the virtual game character to move in the virtual game environment, and the virtual game environment displayed on the game interface will also change with the movement of the virtual game character. When a player finds an enemy virtual game character in a virtual game environment and enters an attack state, such as when the player controls a virtual game character gun, the game system needs to identify a plurality of objects which can be aimed in a preset aiming range of the player at the moment, and remind the player to aim the player by displaying an aiming mark.
Wherein the preset aiming range can be determined according to the object recognition capability of the game. For example, the preset aiming range may be determined based on the game display interface of the player, the position of the sight controlled by the player as a center point, and the preset aiming range in the virtual game environment according to the recognition distance. It will be appreciated that the predetermined aiming range is determined by the sight position, the object recognition range, and the object recognition depth. The sight position is the starting point of weapon or skill, the object recognition range is the range taking the sight as the midpoint, and the object recognition depth is the farthest distance from the sight as the starting point to recognize the object. It should be noted that the sight position is associated with the position of the virtual game character controlled by the player, and when the user controls the virtual game character to move, the sight position is also moved, and the preset aiming range is also changed. The object recognition range and the object recognition depth may be fixed parameter values or may be set by the player. In addition, the object recognition range and the object recognition depth may also vary according to the use condition of the play object. For example, in the above example, the player controls the virtual game character gun while using the scope, and the object recognition range can be changed according to the magnification of the scope. And the same is true. The object recognition depth may also be related to weapon range, and the player may use different weapons and different recognition depths.
The gaming system needs to identify a plurality of aimable objects within a preset aiming range. The player is then alerted that the targeted objects may be attacked. For example, the reminding mode may be to display an aiming identifier corresponding to each of the aimed objects on the game interface. Wherein the display position of the sighting mark is determined based on the position of the sighting target, and can be arranged near the sighting target. In this way, the player may refer to the sighting identifier to conduct a sighting attack on the sighting target. In general, the sighting mark may be placed at a location where the sighting object is most vulnerable to attack, such as the chest location of a humanoid virtual game character. In this way, the player need only aim the aiming at the identification with the aiming star to aim at the virtual game character.
For example, a simple pattern with a reminding effect can be used as the aiming mark for display. Such as highlighted or colored dots, rectangles, circles, etc., without limitation. Meanwhile, the aiming mark can also distinguish target types, such as distinguishing an enemy virtual game role from a teammate virtual game role, at this time, the enemy can be a highlighted red small circle, and the teammate can be a highlighted green small circle.
102. And determining the target object from the plurality of sighting objects according to a preset rule.
After prompting the player with the plurality of objects, the game system may select a desired target object among the plurality of objects to recommend to the player according to the correlation rule. It will be appreciated that the target object is a rational targeting object selected based on preset rules, and that the player can refer to the recommendation to perform subsequent attack work. The preset rule is used for indicating a condition rule for selecting a target object, and the target object selected according to the preset rule is probably the target most likely to be attacked or most likely to be attacked by a player in the plurality of target objects. Illustratively, the player will typically first attack the low blood level hostile virtual game character, and the preset rule may be to select the lowest blood level of the plurality of targetable objects as the target object.
103. And displaying movement mode prompt information of the aiming at the virtual game environment according to the current position of the aiming at the virtual game environment and the current position of the target object.
After the target object is determined, a movement mode prompt message for the aiming star is required to be displayed in the virtual game environment according to the current position of the aiming star and the current position of the target object. The movement mode prompt information is used as reference information to prompt a player to aim at a target object. If the player agrees with the target object recommended by the game system, the sight can be controlled to move according to the moving mode provided by the moving mode prompt information, so that the target object is aimed.
For example, a virtual path between the current position of the sight and the current position of the target object in the virtual gaming environment may be determined by connecting the current position of the sight and the current position of the target object. The virtual path is then displayed on the game interface to prompt the player to attack the target object. For example, the direction of movement of the sight to the target object may also be displayed in the virtual game environment to play a role of prompting, which is not limited in particular.
104. And acquiring user operation.
After receiving the movement mode prompt information, the player refers to the movement mode prompt information to control the movement of the sight glass. Illustratively, the gaming system needs to acquire a user operation for the gamepad, and control the movement of the sight in the virtual gaming environment based on the user operation. The player's will then be perceived as a function of the movement of the sight in the virtual gaming environment, i.e. whether the player agrees to aim at the target object selected by the gaming system. Finally, the aiming state of the target object is determined based on the intention of the player.
It should be understood that the game pad herein refers to a control device that a user controls a sight to move in a virtual game environment, and not merely refers to an operation device such as a game pad, but also includes a mouse, a touch screen, etc. having such a function, which is not limited herein.
105. And determining the adsorption states of the sight glass and the target object according to the movement mode prompt information and the user operation.
When the actual moving mode of the sight corresponding to the user operation is consistent with the moving mode recommended by the moving mode prompt information, the user is indicated to accept the target object selected by the game system, and then the adsorbable state between the sight and the target object is determined. It will be appreciated that the target object may be tentatively considered as an adsorbable object even if the sight moves in the direction of the target object. Only if the target object is determined to be an adsorbable object, the gaming system utilizes a dampened adsorption function to assist the user in targeting the target object. When the actual moving mode of the aiming at the corresponding aiming at the user operation is inconsistent with the moving mode recommended by the moving mode prompt information, the user is not accepted by the recommendation of the game system, and the game system can redetermine another target object from a plurality of aiming objects to make the recommendation. The specific recommendation method is the same as the previous steps, and is not described here again.
In the above-described aiming method, the damping adsorption function does not directly adsorb the selected target object, and the game system prompts a plurality of game characters that can be aimed, and then recommends an ideal aimed object to the player by displaying moving mode prompt information. It is then determined whether the target object is an adsorbable object according to a subsequent operation by the player. Only after the target object is an adsorbable object, the game system assists the player to finish aiming the target object by means of the damping adsorption function, so that the player can control and correct the damping adsorption function, and error adsorption caused by direct adsorption is avoided. Therefore, the accuracy and the flexibility of aiming the target by the damping adsorption function are greatly improved. Meanwhile, the player can accurately aim according to own will, and the game experience of the user is greatly enhanced.
In connection with the above embodiments, a process of determining a target object among a plurality of alignable objects according to a preset rule will be described in detail. It can be appreciated that any preset rule may be specified according to game requirements, which is not limited in particular. The several preset rules shown in the embodiments of the present application are just a few of the possible implementations.
Mode one, the target object is determined by distance.
It will be appreciated that when a player wishes to target a virtual game character, he manipulates the movement of the sight in the direction of that virtual game character. Thus, the target object at which the player wants to aim can be predicted by the movement locus of the sight. For example, the movement trend of the sight may be predicted from a section of the initial movement trajectory of the sight, i.e., the direction in which the sight is to be moved by the player, and then the target object in that movement direction that the player wants to aim at is determined. Since the aiming process of the player is a process that the player can change in real time according to the real-time game environment, the moving track of the sight can change along with the operation of the player. Therefore, in order to improve the prediction effect, it is necessary to predict the movement trend of the sight based on the history movement locus that is very close to the present. For example, an initial movement trajectory within a preset period of time may be acquired, then a movement trend may be predicted according to the initial movement trajectory, and finally an object to be aimed (target object) may be determined based on the movement trend.
The preset time period may be set to a time period of a fixed duration, which may be sufficient to reflect the movement direction of the sight. For example, the end of the preset time period may be the time point at which the player is performing the aiming operation, i.e., the movement tendency is predicted from a period of time before the player aims. For example, the preset time is set to 2 seconds, and the time point when the player performs the aiming operation is 8:02, then the acquisition of 8:00 to 8:02, an initial movement track of the sight between 02.
The process of determining the target object according to the distance and recommending the target object to the player will be described in detail. Fig. 2 is a flow chart of a method for determining a target object according to an embodiment of the present application. As shown in fig. 2, the method comprises the steps of:
201. and determining the initial movement trend corresponding to the sight according to the initial movement track.
After the initial movement track of the sight is obtained within the preset time, determining the initial movement trend corresponding to the sight according to the initial movement track. The movement trend is the prediction made by aiming at the future movement state of the star according to the historical movement process of the sight. That is, a historical movement track of the sight is obtained according to an operation process performed by the player within a preset time, and then a future movement direction of the sight is predicted with reference to the historical movement track.
202. And determining the direction to be moved corresponding to the sight according to the initial movement trend.
After the initial movement trend is obtained, the direction to be moved corresponding to the sight is determined according to the movement trend, and specifically, the direction indicated by the initial movement trend is taken as the direction in which the sight is to be moved. The initial movement trend is determined according to an initial movement track within a preset time, and the preset time period takes a current time point as an end point, so that the direction indicated by the initial movement trend is enough to reflect the position direction of the object to be aimed by the player at the current time point.
203. The target object is determined from the sighting object closest to the sight in the direction to be moved.
In making the selection of the target object, the sighting target closest to the sight may be determined as the target object. Since the player performs the aiming operation after determining the target to be aimed, the aimed target must exist in the moving direction of the sight. Even if the nearest sightable object to the sight is not the target that the player wants to attack, the player will tend to continue moving the sight in that direction. At this point, additional target objects may continue to be determined with the new position of the sight based on the direction indicated by the new initial movement trend until the target that the player wants to attack is found.
And secondly, determining a target object according to the state attribute information of the target object.
The target object may also be determined by state attribute information of the aimable object, for example. Since the player often preferentially selects the target with poor state attribute as the aim target, the target object in the plurality of aim objects can be determined according to the state attribute information, and then the target object is used as the preferential aim target to prompt the player. Wherein the state attribute information is used to indicate a life state of the aimable object, such as a life value for each of the objects that can be targeted. The life value can represent the difficulty level of being knocked, so that the target object easy to be knocked can be selected by using the state attribute information. For example, the state attribute information may be blood volume, blue volume, shield value, etc. commonly found in games, and may also include positive or negative effects that may be received by the targeted object, such as deceleration, knockdown, confinement, tapping, acceleration, etc. commonly found in games.
It will be appreciated that the determination of a target object of the plurality of sighting objects may be made by reference to one or more of the same class of attributes, such as reference to blood volume only, or a combination of reference to blood volume and shield, etc. Different kinds of attributes can also be referenced simultaneously, such as synchronous reference to blood volume, shield value, attack effect born, etc. And is specifically determined according to game requirements, and is not specifically limited herein.
Mode three: the target object is determined from identity attribute information of the aimable object.
Similarly, the target object may also be determined according to the identity attribute information corresponding to each of the aimable objects. In a multiplayer competitive game, virtual game characters often have different shares. When a player plays a game, it is often necessary to determine different attack strategies based on the identity of the opponent's virtual character. When there are multiple objects that can be aimed at within the player's aiming scope, the player needs to determine which virtual character to aim at in preference based on the identity of the objects that can be aimed at. For example, in some athletic games, virtual game characters are classified into shooter, tank, and auxiliary virtual game characters. Wherein, the attack injury of the shooter virtual game role is strong but the life value is weak. Tank type attacks are weak but defensive, while auxiliary type is mainly used for assisting teammates, such as increasing blood volume for teammates or improving team injury ability. When the player enters the aiming attack state, if three aiming objects exist in the aiming range, the aiming objects are respectively shooters, tanks and auxiliary virtual game roles. Then the shooter virtual game character can be determined as a target object to remind the player to target the game character preferentially.
It can be understood that when the target object is determined by using the preset rule, the movement mode prompt information for the aiming star needs to be displayed in the virtual game environment according to the current position of the aiming star in the virtual game environment and the current position of the target object. For example, a movement pattern prompt for the aiming at the star can be displayed on the game interface. The movement mode prompting information is used for recommending the movable mode of the sight glass to the player, and the player is reminded of controlling the sight glass to move according to the movement mode provided by the movement mode prompting information, so that the target object can be aimed.
An example will be described below, and fig. 3 is a schematic structural diagram of a game interface according to an embodiment of the present application. As shown in fig. 3, when a player enters an aiming attack state, the game interface needs to first show an aimed object within the aiming range. In FIG. 3, the game interface prompts the player that an aiming attack can be made on each of the aimable objects by displaying their aiming identifications. Then, it is necessary to determine a target object among the aimable objects according to the movement trend of the sight, and then display movement mode prompt information for the sight in the virtual game environment based on the current position of the sight and the current position of the target object. The movement style prompt may be, for example, a path between the current position of the sight and the current position of the target object. As shown in FIG. 4, the gaming system determines that the target object is a right-hand, sighted object, and then a link (virtual path) between the sight and the right-hand, sighted object will be displayed. Thereby reminding the player that the line can be referred to control the sight movement so as to select the target object. If the player agrees to the recommendation and selects the target object, the game interface does not display the movement mode prompt information. Instead, the display status of the sighting marks may be updated, as shown in FIG. 5, with the sighting marks displayed on the game interface changed, representing that the player has aimed the game character, and subsequent attacks may be made on the game character.
Based on the above description, fig. 6 is a flow chart of another targeting method provided in an embodiment of the present application. After the target object is determined, the adsorption states of the sight glass and the target object are determined according to the user operation, and then the aiming is assisted by using a damping adsorption function. The aiming process is described in detail below. As shown in fig. 6, the aiming method includes:
s1, acquiring user operation.
After receiving the movement mode prompt information, the player refers to the movement mode prompt information to control the movement of the sight glass. At this time, the game system needs to acquire a user operation for the joystick, and control the movement of the sight glass in the virtual game environment based on the user operation. The player's will then be perceived as a function of the movement of the sight in the virtual gaming environment, i.e. whether the player agrees to aim at the target object selected by the gaming system. Finally, the aiming state of the target object is determined based on the intention of the player.
S2, judging whether the actual movement mode of the sight corresponding to the user operation is consistent with the movement mode recommended by the movement mode prompt information. If not, step S3 is executed, and if so, step S4 is executed.
It will be appreciated that the movement style cues represent ideal targeting objects recommended by the gaming system and that the user operates to reflect the objects that the user wants to target. Therefore, it is necessary to determine whether the actual movement mode of the sight corresponding to the user operation is consistent with the movement mode recommended by the movement mode prompt information, and according to the determination result, it is able to learn the user intention, that is, whether to agree to aim at the target object recommended by the game system. In this way, it is possible to determine whether the sight glass and the target object can be adsorbed by the damped adsorption function according to the user system.
S3, re-determining and recommending another target object in the plurality of sighting objects.
When the actual moving mode of the aiming at the corresponding aiming at the user operation is inconsistent with the moving mode recommended by the moving mode prompt information, the user is not accepted by the recommendation of the game system, and the game system can redetermine another target object from a plurality of aiming objects to recommend. The specific recommendation method is the same as the previous steps, and is not described here again.
S4, determining the sight glass and the target object to be in an adsorbable state.
When the actual moving mode of the sight corresponding to the user operation is consistent with the moving mode recommended by the moving mode prompt information, the user is indicated to accept the target object selected by the game system, and then the adsorbable state between the sight and the target object is determined. It will be appreciated that the target object may be tentatively considered as an adsorbable object even if the sight moves in the direction of the target object. Only if the target object is determined to be an adsorbable object, the gaming system utilizes a dampened adsorption function to assist the user in targeting the target object.
S5, acquiring a stop position of the sight glass corresponding to the user operation.
Steps S5 to S9 describe a process of targeting a target object using a damped adsorption function. Wherein the target object has an adsorption range. If the player controls the sight to move within the adsorption range of the target object, the game system can automatically adsorb the sight to the target object based on the damped adsorption function. At the moment, the accurate control of the movement of the sight glass by the player is not needed, namely the sight glass is not needed to be aligned with the aiming mark of the target object, and the player can finish aiming the target object only by moving the sight glass to the adsorption range of the target object. In this way, the operation difficulty of the player is greatly reduced. Specifically, the stop position of the sight corresponding to the user operation is obtained first.
S6, judging whether the stop position is in the adsorption range corresponding to the target object. If yes, step S7 is executed, and if not, step S8 is executed.
When the position of the sight glass falls into the adsorption range corresponding to the target object, the system automatically adsorbs the sight glass to the aiming mark corresponding to the target object to finish aiming the target object. If the user controls the sight to cross the adsorption range corresponding to the target object, the user does not want to aim at the target object, and the game system needs to search for other aiming targets based on the stopping position of the target object.
S7, adsorbing the sight on the aiming mark corresponding to the target object.
S8, acquiring an adsorption range corresponding to the stop position.
Firstly, the adsorption range corresponding to the stop position can be determined based on the adsorption range of the target object, and then whether an aim-able object exists in the adsorption range corresponding to the stop position is searched. If not, the aiming and the adsorption are not carried out, and if so, the sight is adsorbed on the aiming object, so that the aiming process is completed.
S9, determining a target adsorption object in a plurality of alignable objects in the adsorption range corresponding to the stop position.
It will be appreciated that the process of determining the target adsorption object of the plurality of alignable objects may refer to a method for determining the target object, which is not described herein.
S10, adsorbing the sight glass onto a sighting mark corresponding to the target adsorption object.
Based on the above description, fig. 7 is a schematic structural diagram of an aiming device for a target object in a game according to an embodiment of the present application. As shown in fig. 7, the aiming device includes:
the identifying unit 701 is configured to identify a plurality of objects that can be aimed within a preset aiming range.
A display unit 702, configured to display, in the virtual game environment, an aiming identifier corresponding to each of the plurality of aimable objects.
A determining unit 703, configured to determine a target object from the plurality of alignable objects according to a preset rule.
The display unit 702 is further configured to display movement mode prompt information for the aiming at the virtual game environment according to the current position of the aiming at the virtual game environment and the current position of the target object.
An acquisition unit 704 for acquiring a user operation for controlling movement of the sight in the virtual game environment.
The determining unit 703 is further configured to determine an adsorption state of the sight glass and the target object according to the movement mode prompt information and the user operation.
In an alternative embodiment, the determining unit 703 is specifically configured to determine that the sight glass and the target object are in an adsorbable state when the actual movement mode of the sight glass corresponding to the user operation matches the movement mode recommended by the movement mode prompt message. When the actual moving mode of the aiming star corresponding to the user operation is inconsistent with the moving mode recommended by the moving mode prompt information, another target object is redetermined in the plurality of aiming objects.
In an alternative embodiment, the targeting device further comprises a processing unit 705.
And the processing unit 705 is configured to adsorb the sight glass onto the aiming mark corresponding to the target object by using the damped adsorption function if the sight glass and the target object are in an adsorbable state.
In an alternative embodiment, the obtaining unit 704 is further configured to obtain a stop position of the sight corresponding to the user operation.
The determining unit 703 is further configured to determine an adsorption range corresponding to the stop position when the stop position is not within the adsorption range corresponding to the target object.
The acquiring unit 704 is further configured to acquire a target adsorption object from the plurality of alignable objects in the adsorption range corresponding to the stop position.
The processing unit 705 is further configured to adsorb the sight glass onto the aiming mark corresponding to the target adsorption object.
In an alternative embodiment, the acquiring unit 704 is further configured to acquire an initial movement track of the sight within a preset time.
The determining unit 703 is specifically configured to determine an initial movement trend corresponding to the sight according to the initial movement track. A target object of the plurality of aimable objects is determined based on the initial movement trend.
In an alternative embodiment, the determining unit 703 is specifically configured to determine the direction to be moved corresponding to the sight according to the initial movement trend. The target object is determined from the sighting object closest to the sight in the direction to be moved.
In an alternative embodiment, the obtaining unit 704 is further configured to obtain state attribute information corresponding to each of the plurality of alignable objects, where the state attribute information is used to indicate a life state of the alignable objects.
The determining unit 703 is specifically configured to determine a target object from the plurality of alignable objects according to the state attribute information corresponding to each of the alignable objects.
In an alternative embodiment, the obtaining unit 704 is further configured to obtain identity attribute information corresponding to each of the plurality of alignable objects.
The determining unit 703 is specifically configured to determine a target object of the plurality of alignable objects according to the attack type corresponding to the sight and the identity attribute information corresponding to each of the alignable objects.
In an alternative embodiment, the determining unit 703 is further configured to line the current position of the sight and the current position of the target object in the virtual game environment, and determine a virtual path between the current position of the sight and the current position of the target object.
The display unit 702 is specifically configured to display the virtual path in the virtual game environment.
In an alternative embodiment, the display unit 702 is further configured to cancel the presentation of the virtual path after aiming the target object.
According to the aiming device provided by the embodiment of the application, the damping adsorption function does not directly adsorb the selected target object, but prompts a plurality of game roles which can be aimed, and then recommends an ideal aiming object for a player in a mode of displaying the moving mode prompting information. It is then determined whether the target object is an adsorbable object according to a subsequent operation by the player. Only after the target object is an adsorbable object, the target object is aimed by the player by means of the damping adsorption function, so that the player can control and correct the damping adsorption function, and error adsorption caused by direct adsorption is avoided. Therefore, the accuracy and the flexibility of aiming the target by the damping adsorption function are greatly improved. Meanwhile, the player can accurately aim according to own will, and the game experience of the user is greatly enhanced.
It should be noted that, content such as information interaction and execution process between each module/unit in the aiming device, each method embodiment corresponding to fig. 1 to 6 in the present application is based on the same concept, and specific content can be referred to the description in the foregoing method embodiment shown in the present application, which is not repeated herein.
Next, referring to fig. 8, fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present application. The electronic device 800 may be provided with the aiming device of the target object in the game described in the corresponding embodiment of fig. 7, for implementing the functions in the corresponding embodiments of fig. 1 to 6. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (where the number of processors 803 in the execution device 800 may be one or more, one processor is exemplified in fig. 8), where the processor 803 may include an application processor 8031 and a communication processor 8032. In some embodiments of the present application, the receiver 801, transmitter 802, processor 803, and memory 804 may be connected by a bus or other means.
Memory 804 may include read only memory and random access memory and provides instructions and data to the processor 803. A portion of the memory 804 may also include non-volatile random access memory (NVRAM). The memory 804 stores a processor and operating instructions, executable modules or data structures, or a subset thereof, or an extended set thereof, where the operating instructions may include various operating instructions for performing various operations.
The processor 803 controls the operation of the execution device. In a specific application, the individual components of the execution device are coupled together by a bus system, which may include, in addition to a data bus, a power bus, a control bus, a status signal bus, etc. For clarity of illustration, however, the various buses are referred to in the figures as bus systems.
The methods disclosed in the embodiments of the present application may be applied to the processor 803 or implemented by the processor 803. The processor 803 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuitry of hardware or instructions in software form in the processor 803. The processor 803 may be a general purpose processor, a digital signal processor (digital signal processing, DSP), a microprocessor, or a microcontroller, and may further include an application specific integrated circuit (application specific integrated circuit, ASIC), a field-programmable gate array (field-programmable gate array, FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. The processor 803 may implement or perform the methods, steps, and logic blocks disclosed in the embodiments of the present application. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the embodiments of the present application may be embodied directly in hardware, in a decoded processor, or in a combination of hardware and software modules in a decoded processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 804, and the processor 803 reads information in the memory 804, and in combination with the hardware, performs the steps of the above method.
The receiver 801 may be used to receive input numeric or character information and to generate signal inputs related to performing relevant settings and function control of the device. The transmitter 802 may be used to output numeric or character information through a first interface; the transmitter 802 may also be configured to send instructions to the disk group through the first interface to modify data in the disk group; the transmitter 802 may also include a display device such as a display screen.
In the embodiment of the present application, the application processor 8031 in the processor 803 is configured to perform the targeting method of the target object in the game in the corresponding embodiment of fig. 1 to 6. It should be noted that, the specific manner in which the application processor 8031 executes each step is based on the same concept as that of each method embodiment corresponding to fig. 1 to 6 in the present application, so that the technical effects brought by the specific manner are the same as those of each method embodiment corresponding to fig. 1 to 6 in the present application, and the specific content can be referred to the description in the foregoing method embodiments shown in the present application, which is not repeated herein.
The embodiment of the application provides a computer readable storage medium, which comprises computer instructions, wherein the computer instructions are used for realizing the technical scheme of the targeting method of any target object in the game in the embodiment of the application when being executed by a processor.
There is also provided in an embodiment of the present application a method comprising the steps of, when run on a computer, causing the computer to perform the aiming method of a target object in a game as described in the embodiments of figures 1 to 6 above.
While the invention has been described in terms of preferred embodiments, it is not intended to be limiting, but rather, it will be apparent to those skilled in the art that various changes and modifications can be made herein without departing from the spirit and scope of the invention as defined by the appended claims.

Claims (13)

1. A method of targeting a target object in a game, the method comprising:
identifying a plurality of objects which can be aimed in a preset aiming range, and displaying aiming identifications corresponding to each of the objects in a virtual game environment;
determining a target object from the plurality of sighting objects according to a preset rule;
displaying moving mode prompt information aiming at the sight in the virtual game environment according to the current position of the sight in the virtual game environment and the current position of the target object;
acquiring user operation; the user operation is used for controlling the sight to move in the virtual game environment;
And determining the adsorption states of the sight glass and the target object according to the movement mode prompt information and the user operation.
2. The method according to claim 1, wherein determining the adsorption state of the sight glass and the target object according to the movement mode prompt information and the user operation includes:
when the actual moving mode of the sight corresponding to the user operation is consistent with the moving mode recommended by the moving mode prompt information, determining that the sight and the target object are in an adsorbable state;
and when the actual moving mode of the sight corresponding to the user operation is inconsistent with the moving mode recommended by the moving mode prompt information, re-determining another target object in the plurality of the target objects.
3. The method according to claim 2, wherein the method further comprises:
and if the sight and the target object are in an adsorbable state, adsorbing the sight to a sighting mark corresponding to the target object by utilizing a damping adsorption function.
4. A method according to claim 3, characterized in that the method further comprises:
acquiring a stop position of the sight corresponding to the user operation;
When the stopping position is not in the adsorption range corresponding to the target object, determining the adsorption range corresponding to the stopping position;
acquiring target adsorption objects in the plurality of sighting objects in the adsorption range corresponding to the stop position;
and adsorbing the sight glass to a sighting mark corresponding to the target adsorption object.
5. The method of any one of claims 1 to 4, wherein the determining a target object from the plurality of aimable objects according to a preset rule comprises:
acquiring an initial movement track of the sight in a preset time;
determining an initial movement trend corresponding to the sight according to the initial movement track;
the target object of the plurality of aimable objects is determined from the initial movement trend.
6. The method of claim 5, wherein the determining the target object of the plurality of aimable objects from the initial movement trend comprises:
determining a direction to be moved corresponding to the sight according to the initial movement trend;
and determining the target object from the sighting target object closest to the sight in the direction to be moved.
7. The method of any one of claims 1 to 4, wherein the determining a target object from the plurality of aimable objects according to a preset rule comprises:
acquiring state attribute information corresponding to each of the plurality of aimable objects; the state attribute information is used for indicating the life state of the target;
and determining the target object in the plurality of the objects according to the state attribute information corresponding to each object.
8. The method of any one of claims 1 to 4, wherein the determining a target object from the plurality of aimable objects according to a preset rule comprises:
acquiring identity attribute information corresponding to each of the plurality of aimable objects;
and determining the target object in the plurality of sighting objects according to the attack type corresponding to the sight and the identity attribute information corresponding to each sighting object.
9. The method according to any one of claims 3 to 8, wherein displaying movement style prompt information for a sight in the virtual game environment according to a current position of the sight and a current position of the target object in the virtual game environment includes:
Connecting the current position of the sight in the virtual game environment with the current position of the target object, and determining a virtual path between the current position of the sight and the current position of the target object;
the virtual path is displayed in the virtual gaming environment.
10. The method according to claim 9, wherein the method further comprises:
and canceling the display of the virtual path after aiming the target object.
11. An aiming device for a target object in a game, the aiming device comprising:
the identification unit is used for identifying a plurality of objects which can be aimed in a preset aiming range;
a display unit, configured to display, in a virtual game environment, an aiming identifier corresponding to each of the plurality of aimable objects;
a determining unit, configured to determine a target object from the plurality of alignable objects according to a preset rule;
the display unit is further used for displaying moving mode prompt information aiming at the sight in the virtual game environment according to the current position of the sight in the virtual game environment and the current position of the target object;
An acquisition unit configured to acquire a user operation; the user operation is used for controlling the sight to move in the virtual game environment;
and the determining unit is used for determining the adsorption states of the sight glass and the target object according to the moving mode prompt information and the user operation.
12. An electronic device, comprising: a memory and a processor, the memory and the processor coupled;
the memory is used for storing one or more computer instructions;
the processor is configured to execute the one or more computer instructions to implement the method of targeting a target object in a game as claimed in any one of claims 1-10.
13. A computer storage medium having stored thereon one or more computer instructions executable by a processor to implement a method of targeting a target object in a game as claimed in any one of claims 1 to 10.
CN202211105486.6A 2022-09-09 2022-09-09 Aiming method and device for target object in game, electronic equipment and storage medium Pending CN116271827A (en)

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