WO2025252006A1 - 一种游戏交互方法、装置、电子设备和存储介质 - Google Patents
一种游戏交互方法、装置、电子设备和存储介质Info
- Publication number
- WO2025252006A1 WO2025252006A1 PCT/CN2025/098159 CN2025098159W WO2025252006A1 WO 2025252006 A1 WO2025252006 A1 WO 2025252006A1 CN 2025098159 W CN2025098159 W CN 2025098159W WO 2025252006 A1 WO2025252006 A1 WO 2025252006A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- magnification
- virtual
- target
- sight
- scene
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
Definitions
- This disclosure relates to the field of game technology, specifically to a game interaction method, device, electronic device, and storage medium.
- This disclosure provides a game interaction method, device, electronic device, and storage medium that can intelligently adjust the scope magnification according to the player's actual game operation needs, improve the player's shooting experience, ensure the smoothness of the player's combat experience in the game, and thus improve the efficiency of game interaction; at the same time, it reduces the response frequency of hardware devices, which helps to save the computing resources of hardware devices.
- embodiments of this disclosure provide a game interaction method, which provides a graphical user interface through a terminal device.
- the graphical user interface includes at least a portion of a virtual scene and controlled virtual objects located in the virtual scene and controlled by the terminal device.
- the method includes:
- a delay adjustment control is provided on the graphical user interface
- a target firing delay is determined based on the adjustment operation
- the target virtual object for delayed shooting is determined, and the controlled virtual object is controlled to automatically fire at the target virtual object at least once after the target shooting delay.
- GUI graphical user interface
- the display unit is configured to provide a delay adjustment control on the graphical user interface
- the first response unit is configured to perform an adjustment operation in response to the delay adjustment control, and determine the target firing delay based on the adjustment operation;
- the second response unit is configured to respond to a firing trigger event, determine the target virtual object to which the delayed firing is directed, and control the controlled virtual object to automatically fire at the target virtual object at least once after the target firing delay.
- embodiments of this disclosure also provide an electronic device, including a memory storing multiple instructions; a processor loading instructions from the memory to execute the steps of any of the game interaction methods provided in embodiments of this disclosure.
- embodiments of this disclosure also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the game interaction methods provided in embodiments of this disclosure.
- embodiments of this disclosure also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in any of the game interaction methods provided in embodiments of this disclosure.
- the solution adopted in this embodiment can provide players with a method for intelligently adjusting the scope magnification. It can quickly adjust the scope magnification according to the player's actual combat situation. It can intelligently adjust the scope magnification according to the player's actual game operation needs, improve the player's shooting experience, ensure the smoothness of the player's combat experience in the game, and thus improve the efficiency of game interaction. At the same time, it reduces the response frequency of hardware devices, which helps to save the computing resources of hardware devices.
- Figure 1 is a schematic diagram of a game interaction system according to one embodiment of the present disclosure
- Figure 2 is a flowchart illustrating one of the game interaction methods according to an embodiment of this disclosure
- Figure 3 is a schematic diagram of a game interaction method according to one embodiment of the present disclosure.
- Figure 4 is a schematic diagram of a game interaction method according to one embodiment of the present disclosure.
- Figure 5 is a schematic diagram of a game interaction method according to one embodiment of the present disclosure.
- Figure 6 is a schematic diagram of a game interaction method according to one embodiment of the present disclosure.
- Figure 7 is a schematic diagram of a game interaction method according to one embodiment of the present disclosure.
- Figure 8 is a schematic diagram of the game interface of one of the game interaction methods according to an embodiment of the present disclosure.
- Figure 9 is a schematic diagram of the structure of one of the game interaction devices according to an embodiment of the present disclosure.
- Figure 10 is a schematic diagram of the structure of one of the electronic devices according to an embodiment of the present disclosure.
- the electronic device may include a terminal device.
- the terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.
- This game interaction method can be applied to game interaction systems.
- This game interaction system may include a player terminal device and a server.
- the terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link.
- the player terminal device and the server can communicate bidirectionally via a network.
- the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers.
- Cloud servers consist of a large number of computers or network servers based on cloud computing.
- the game interaction method can run on a local terminal device or a server.
- the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
- the terminal device when this game interaction method is running on a terminal, the terminal device stores a game application and uses it to display virtual scenes in the game.
- the terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application.
- GUI graphical user interface
- the terminal device can provide the GUI to the user in various ways, such as rendering it on the terminal device's display screen or presenting the GUI through holographic projection.
- the terminal device can include a touch screen and a processor.
- the touch screen is used to present the GUI and receive operation commands generated by the user interacting with the GUI, which includes game scenes.
- the processor is used to run the game, generate the GUI, respond to operation commands, and control the display of the GUI on the touch screen.
- Cloud gaming refers to a gaming method based on cloud computing.
- the game application and the game screen presentation are separate.
- the storage and execution of the game interaction method are completed on the cloud gaming server.
- the game screen presentation is completed on the cloud gaming client.
- the cloud gaming client is mainly used for receiving and sending game data and presenting the game screen.
- the cloud gaming client can be a display device with data transmission capabilities close to the user, such as a mobile terminal, television, computer, PDA, personal digital assistant, etc.
- the terminal device for processing game data is the cloud gaming server in the cloud.
- the user operates the cloud gaming client to send operation commands to the cloud gaming server.
- the cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client through the network, and finally, the cloud gaming client decodes and outputs the game screen.
- the system may include at least one terminal, at least one server, at least one database, and a network.
- the user's terminal can connect to different game servers via the network.
- the terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game.
- different terminals can connect to each other through different networks and servers.
- the network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc.
- WLAN wireless local area network
- LAN local area network
- cellular network such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc.
- different terminals can also connect to other terminals or servers using their own Bluetooth network or hotspot network.
- multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games.
- the system may include multiple databases coupled to different servers, and can continuously store information related to the game environment in the databases while different users are playing multiplayer games online.
- the disclosure provides a game interaction method, which can be executed by a terminal or a server.
- This disclosure describes a game interaction method executed by a terminal as an example.
- the terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this description only uses a touchscreen display).
- the touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI.
- GUI graphical user interface
- the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands.
- the operation commands generated by the user interacting with the GUI may include commands to launch a game application.
- the processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display.
- the touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously by multiple points on the screen.
- This disclosure provides a game interaction method, which can be executed by a terminal or a server. This disclosure uses the execution of the game interaction method by a terminal as an example for illustration.
- a graphical user interface can be provided through a terminal device.
- the GUI includes at least a portion of a virtual scene and controlled virtual objects located within the virtual scene and controlled by the terminal device. The GUI, virtual scene, and virtual objects are described below.
- a game scene is a virtual scene displayed (or provided) by an application while it is running on a terminal or server.
- the virtual scene is a simulation of the real world, a semi-simulated/semi-fictional virtual environment, or a purely fictional virtual environment.
- a virtual scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities.
- a virtual scene is a scene in which the user controls virtual objects and completes the game logic.
- a virtual scene is a 3D game world used by players to control virtual objects to fight.
- Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles.
- a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards.
- Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status.
- a virtual scene is a 2D or 3D terrain scene used by virtual objects to fight.
- Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.
- a graphical user interface is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device.
- the GUI can present the entire game scene or only a portion of it.
- the game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc.
- the GUI of the terminal device only displays a portion of the game scene during gameplay.
- the game scene includes game characters, which can be player-controlled characters or NPCs (Non-Player Characters, a type of character in a game, meaning a non-player character). This exemplary embodiment is not limited to these.
- the GUI can include a UI interface for player interaction and game screens.
- the UI interface can include game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., kill count, match time, etc.), or game setting controls (e.g., system settings, shop, coins, etc.).
- game controls e.g., skill controls, movement controls, function controls, etc.
- indicators e.g., direction indicators, character indicators, etc.
- information display areas e.g., kill count, match time, etc.
- game setting controls e.g., system settings, shop, coins, etc.
- the game screen is the display screen corresponding to the virtual scene displayed on the terminal device.
- the game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.
- a game object refers to a controllable dynamic object in a virtual scene.
- the dynamic object can be a virtual character, virtual animal, anime character, etc.
- This virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene.
- the virtual object is a virtual character competing in a virtual scene.
- the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle; this disclosure does not limit this.
- the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc., provided by the application to fight against other virtual objects.
- Game props refer to items that virtual objects can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to enhance their own attributes, assist in combat, or inflict damage on other virtual objects.
- Virtual props can also be supply items such as bullets, and can be equipped with accessories such as extended magazines, scopes, flash hiders, and stocks on designated virtual weapons.
- a virtual camera is an essential component of the game scene, used to present the game scene's visuals.
- Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more.
- These cameras serve as rendering windows for the game, capturing and presenting the game world's visual content to the player.
- the player's viewing perspective can be adjusted, such as first-person or third-person view.
- the execution subject is a terminal device as an example. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
- FIG. 2 is a flowchart illustrating a game interaction method provided in this embodiment of the present disclosure.
- the specific flow of this game interaction method can be summarized in steps 101 to 103 as follows:
- Step 101 Determine the target scene location in the virtual scene based on the crosshair of the controlled virtual object.
- the crosshair is an icon or marker used for aiming and shooting. It's typically displayed on the graphical user interface when a player controls a virtual object equipped with a virtual shooting tool. Specifically, the crosshair serves as a reference point for the player when using virtual shooting tools in the game. The position and changes of the crosshair help the player control the virtual object to accurately aim at and fire at the target virtual object.
- the style and characteristics of the crosshair may vary from game to game; for example, it can be a small dot, a crosshair, a circle, or other shaped icon.
- the computer device can determine the location of the target scene in the virtual scene based on the crosshair of the controlled virtual object. Specifically, the location of the target scene can be determined based on the location of the target virtual object or the virtual scene that the crosshair of the controlled virtual object is aiming at.
- Step 102 Obtain the current position of the controlled virtual object in the virtual scene.
- the computer device can obtain the current position of the controlled virtual object in the virtual scene. Furthermore, after determining the current position of the controlled virtual object in the virtual scene, it can also determine the current position of the virtual shooting prop equipped by the controlled virtual object, or the current position of the virtual sight currently equipped by the virtual shooting prop.
- Virtual shooting props can include virtual firearms or virtual weapons.
- virtual firearms can include virtual sniper rifles, virtual rifles, virtual submachine guns, and virtual pistols; virtual weapons can include virtual bows and arrows, virtual crossbows, and virtual blowguns; all of the above virtual shooting props can automatically determine the magnification when aiming down sights after being equipped with virtual sights.
- virtual sights refer to sights used in shooting games that simulate real shooting, such as holographic sights, red dot sights, 2x scopes, 4x scopes, or 8x scopes or higher magnification scopes.
- Virtual sights are usually used in conjunction with the front sight. By displaying an icon or mark similar to a real sight on the graphical user interface, virtual sights help players control a virtual object for accurate shooting. Virtual sights can provide players with a clearer and more accurate field of view of the target, enabling players to better aim at virtual targets.
- Step 103 Determine the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position.
- the computer device can determine the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position.
- the current position can be the current position of the controlled virtual object in the virtual scene, the current position of the virtual shooting prop equipped by the controlled virtual object, or the current position of the virtual sight currently equipped by the virtual shooting prop.
- this disclosure provides a game interaction method that determines the target scene position in the virtual scene based on the crosshair of the controlled virtual object; then, obtains the current position of the controlled virtual object in the virtual scene; and finally, determines the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position.
- This disclosure provides players with a method for intelligently adjusting the aiming down sights magnification, quickly adjusting it according to the player's actual combat situation. It intelligently adjusts the aiming down sights magnification according to the player's actual game operation needs, improving the player's shooting experience, ensuring the smoothness of the combat experience in the game, and thus improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware computing resources.
- the step "determining the target scene position in the virtual scene based on the crosshair of the controlled virtual object” includes:
- the controlled virtual object In response to an equipment operation command for a virtual shooting prop, the controlled virtual object is equipped with the virtual shooting prop, and the scene position to which the crosshair of the virtual shooting prop is aimed is determined as the target scene position.
- players can equip virtual shooting items to controlled virtual objects.
- the computer device responding to the equipping command for the virtual shooting item, controls the controlled virtual object to equip the virtual shooting item and determines the scene position where the crosshair of the virtual shooting item is aimed, as the target scene position.
- the virtual shooting item can be automatically equipped when the controlled virtual object picks it up, or it can be equipped by taking it out of the game inventory.
- step "after equipping the controlled virtual object with the virtual shooting prop” also includes:
- control the virtual shooting prop In response to an equipment operation command for a virtual sight, control the virtual shooting prop to equip the virtual sight;
- Determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position includes:
- players can equip virtual sights to virtual shooting props.
- the computer device responding to the equipping command for the virtual sight, controls the virtual shooting prop to equip the virtual sight. Then, the computer device can determine the target magnification within the magnification range provided by the virtual sight based on the current location and the target scene location, and set the virtual sight to use the target magnification.
- the virtual sight can be automatically equipped when the controlled virtual object is picked up, or it can be equipped by taking the virtual sight out of the game inventory.
- magnification refers to the degree of field of view magnification provided by aiming devices such as virtual sights. Magnification determines the degree of magnification of the virtual scene or target object seen by the observer. When using a virtual sight with zoom functionality, players can adjust the magnification to zoom in or out, helping to aim at targets more accurately. Specifically, magnification is usually expressed numerically, such as 2x, 4x, 6x, 8x, etc. Lower magnifications are generally suitable for close-range combat or rapid target switching, while higher magnifications are suitable for long-range sniping or situations requiring more precise aiming.
- the step "after determining the target magnification within the magnification range provided by the virtual sight based on the current position and the target scene position, and setting the virtual sight to use the target magnification" further includes:
- the virtual sight In response to a scope-in command for the virtual sight, the virtual sight is controlled to open at the target magnification to present the field of view observed by the virtual sight at the target scene position at the target magnification.
- a crosshair will appear at the center of the graphical user interface.
- the virtual shooting tool can be equipped with a virtual sight.
- the computer device responds to the scope-in command for the virtual sight, controlling the virtual sight to activate at the target magnification, thus presenting the field of view observed by the virtual sight at the target scene location at the target magnification.
- scope-in refers to the player switching the perspective of the controlled virtual object to a state of aiming using a virtual sight by pressing the scope-in control or performing a specific gesture. After scope-in, the player is presented with the field of view observed by the virtual sight at the target scene location at the target magnification.
- the step "determining the target scene position in the virtual scene based on the crosshair of the controlled virtual object” includes:
- the target scene position is determined in the virtual scene based on the crosshair of the controlled virtual object.
- the target magnification can be automatically determined when the scope is activated.
- the computer device responds to the scope command for the virtual sight, determines the target scene position in the virtual scene based on the crosshair of the controlled virtual object, and obtains the current position of the controlled virtual object in the virtual scene; based on the current position and the target scene position, the magnification used by the controlled virtual object when activating the scope is determined.
- the method for "determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position" may include:
- the magnification used by the controlled virtual object when aiming down sights is determined.
- the current position of the virtual shooting props equipped by the controlled virtual object can be obtained, and the magnification used by the controlled virtual object when aiming down sights can be determined based on the virtual shooting props and the target scene position.
- a new target magnification can be determined when a change in relative position information is detected that meets preset magnification adjustment conditions.
- the step "after controlling the virtual sight to open at the target magnification in response to the aiming command for the virtual sight" further includes:
- a new target magnification within the magnification range provided by the virtual sight is determined based on the changed relative position information, and the new target magnification is set as the magnification used by the controlled virtual object when aiming down sights.
- the computer device responds to the change in the relative position information between the current position and the target scene position, and the changed relative position information satisfies a preset magnification adjustment condition. Based on the changed relative position information, a new target magnification in the magnification range provided by the virtual sight is determined, and the new target magnification is set as the magnification used by the controlled virtual object when aiming down sights.
- the target magnification can be adjusted based on the relative position information of the virtual object and the virtual sight to facilitate observation of the virtual object.
- controlling the virtual sight to be activated at the target magnification includes:
- the relative orientation information of the virtual object and the virtual sight is obtained;
- the target magnification is adjusted, and the virtual sight is set to use the adjusted target magnification to present the field of view observed by the virtual sight at the target scene position with the adjusted target magnification.
- the preset type of virtual object can be a virtual object that is in a different game faction from the controlled virtual character or a non-player character (NPC).
- the preset type of virtual object can also be a virtual object whose object attributes are higher or lower than a preset threshold.
- Object attributes can include health points, attack points, defense points or other object attributes.
- the computer acquires the relative orientation information of the virtual object and the virtual sight, adjusts the target magnification based on the relative orientation information of the virtual object and the virtual sight, and sets the virtual sight to use the adjusted target magnification, so as to present the field of view observed by the virtual sight at the target scene location with the adjusted target magnification.
- the magnification prompt control displays the magnification used when the virtual sight is scoped in, and the magnification displayed in the magnification prompt control is updated according to a real-time determined magnification.
- the graphical user interface further includes a magnification prompt control, which is used at least to prompt the virtual sight to use the magnification when scoped in before the virtual sight is scoped in.
- the step "after determining the target magnification within the magnification range provided by the virtual sight based on the current position and the target scene position, and setting the virtual sight to use the target magnification" further includes:
- the multiplier displayed by the multiplier prompt control is updated to the target multiplier to indicate that the controlled virtual object uses the target multiplier when aiming down sights.
- the magnification indicator control also displays a first magnification and a second magnification, wherein the first magnification and the second magnification are the maximum and minimum magnifications of the magnification range provided by the virtual sight, respectively.
- a graphical user interface is provided through a terminal device.
- the GUI includes at least a portion of a virtual scene and a portion of controlled virtual objects (e.g., the hands of controlled virtual objects) located in the virtual scene and controlled by the terminal device. It may also include other virtual objects controlled by the enemy player's terminal device.
- the controlled virtual object is holding a first virtual shooting tool corresponding to a first weapon icon.
- the GUI also displays shooting controls and magnification prompt controls.
- the magnification prompt controls display the current magnification of the virtual sight (3.5x, i.e., the magnification used by the controlled virtual object when aiming down sights), a first magnification of 8x (the maximum magnification of the virtual sight), and a second magnification of 1.5x (the minimum magnification of the virtual sight).
- the method for "determining the target magnification within the magnification range provided by the virtual sight based on the current position and the target scene position" may include:
- the target magnification is determined from the magnification range
- the maximum magnification of the magnification range is determined as the target magnification.
- the minimum magnification of the magnification range is determined as the target magnification.
- the preset distance range can be 20m ⁇ X ⁇ 50m
- the virtual sight's magnification range can be 8x ⁇ Y ⁇ 1.5x.
- the minimum magnification of the virtual sight is used, which can be as low as 1.5x.
- the magnification of the scope is automatically transitioned, calculated using a magnification conversion formula. That is, the specific magnification is calculated as a percentage of the relative distance between 20m and 50m. For example, if the scope is opened at a relative distance of 30m, the magnification of the virtual sight is 3.7x.
- the maximum magnification of the virtual sight is used, such as 8x.
- this disclosure provides a calculation formula for the magnification determination logic, as described below:
- L is the distance from the center of the virtual sight's magnification to the target scene position, called the object distance
- L is the distance from the center of the virtual sight's magnification to the imaging plane, called the image distance
- f is the focal length of the lens.
- the step "determining the scene position where the crosshair of the virtual shooting prop is aimed, as the target scene position" includes:
- the scene position of the target virtual object that the crosshair of the virtual shooting prop is aiming at is determined as the target scene position.
- the target scene location can be the scene location of the target virtual object.
- the target magnification is determined to be 8x
- the current magnification is displayed as 8x via a magnification indicator.
- the player can trigger a scope-in operation.
- the computer device responds to the scope-in command for the virtual sight, controlling the virtual sight to be activated at the target magnification of 8x, thus presenting the field of view observed by the virtual sight at the scene location of the target virtual object at the target magnification of 8x.
- the scene location of the nearest virtual object within a preset range of the controlled virtual character, or the virtual object facing the controlled virtual character can be prioritized as the target scene location.
- the method further includes:
- the target virtual object is determined based on the current orientation of the virtual shooting prop and/or the relative distance between each virtual object and the controlled virtual object;
- the scene location of the target virtual object is taken as the target scene location.
- a preset range can be defined centered on the controlled virtual object. It can be determined whether multiple virtual objects exist within this range. If so, the target virtual object can be determined based on the current orientation of the virtual shooting prop and/or the relative distance between each virtual object and the controlled virtual object. For instance, the virtual object closest to the controlled virtual object along a straight line from the current orientation of the virtual shooting prop can be used as the target virtual object; alternatively, the virtual object closest to the controlled virtual object within the preset range can be used as the target virtual object.
- the object attributes of the target virtual object and/or the scene attributes of the virtual scene can also be considered when automatically determining the target magnification.
- the step "determining the target magnification within the magnification range provided by the virtual sight based on the current position and the target scene position" includes:
- auxiliary reference information includes the object attributes of the target virtual object and/or the scene attributes of the virtual scene;
- the target magnification within the magnification range provided by the virtual sight is determined.
- the target virtual object's attributes can include size, health, and attack power, while the virtual scene's attributes can include weather, terrain, or building type.
- the target multiplier can be determined based on the size of the target; for example, smaller game objects have a higher target multiplier at the same distance. Conversely, at the same distance, the target multiplier for game vehicles is lower than that for game objects.
- the target multiplier can also be determined based on the current environment of the virtual scene; for example, at the same distance, the target multiplier in clear weather is slightly lower than in rainy or foggy weather.
- the step "after determining the target magnification within the magnification range provided by the virtual sight based on the current position and the target scene position" further includes:
- the target magnification of the virtual sight of the switched virtual shooting prop will continue to be the same as that of the virtual shooting prop before the switch.
- a specified magnification in the second magnification adjustment range shall be taken as the target magnification of the virtual sight of the switched virtual shooting prop.
- the automatically determined target magnification can be six times. If the virtual sight equipped with the virtual shooting prop before switching is a six-fold virtual sight, and the virtual sight equipped with the virtual shooting prop after switching is an eight-fold virtual sight, that is, it meets the preset similarity condition (the first magnification adjustment range and the second magnification adjustment range overlap or the second magnification adjustment range includes the first magnification adjustment range), then the target magnification of the virtual sight of the virtual shooting prop after switching will continue to be the same as the target magnification of the virtual shooting prop before switching. In other words, the target magnification of the virtual sight of the virtual shooting prop after switching will also be set to six times.
- the virtual sight equipped with the virtual shooting prop after switching is a four-fold virtual sight, that is, it does not meet the preset similarity condition, then a specified magnification within the second magnification adjustment range will be taken as the target magnification of the virtual sight of the virtual shooting prop after switching.
- the specified magnification of the virtual sight of the virtual shooting prop after switching can be two times, meaning the target magnification of the virtual sight of the virtual shooting prop after switching will also be set to two times.
- the method further includes:
- the operation of determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position is cancelled, and the magnification prompt control is not displayed on the graphical user interface.
- the method further includes:
- the operation of determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position is cancelled, and the magnification prompt control is not displayed on the graphical user interface.
- the graphical user interface further includes a mode switching control configured to switch between at least a first magnification adjustment mode and a second magnification adjustment mode;
- the graphical user interface includes a scope control and a magnification prompt control.
- the scope control is used to control the virtual sight to open at a first target magnification after receiving a trigger operation.
- the first target magnification is a magnification determined based on the current position and the target scene position within the magnification range provided by the virtual sight.
- the graphical user interface includes a scope control, a magnification prompt control, and a magnification adjustment control.
- the magnification adjustment control is used to determine a second target magnification after receiving an adjustment operation
- the scope control is used to control the virtual sight to open at the second target magnification after receiving a trigger operation.
- the method further includes:
- the controlled virtual object In response to the virtual sight's sight type being a preset sight type, the controlled virtual object is controlled to enter a preset magnification adjustment mode, wherein the preset magnification adjustment mode is either the first magnification adjustment mode or the second magnification adjustment mode.
- the preset sight type can be a high-magnification virtual sight, wherein the high-magnification virtual sight can be a virtual sight with a maximum magnification higher than 2x.
- the virtual shooting prop can be equipped with a high-magnification virtual sight with a magnification range of 1.5x to 8x (i.e., an 8x scope).
- the controlled virtual object is controlled to enter a preset magnification adjustment mode, wherein the preset magnification adjustment mode is either the first magnification adjustment mode or the second magnification adjustment mode.
- the preset magnification adjustment mode is set to the first magnification adjustment mode.
- the controlled virtual object holds a virtual shooting tool (and the virtual shooting tool is equipped with a virtual sight)
- a crosshair will appear at the center of the graphical user interface.
- the game screen will change, switching the game's field of view from a regular first-person or third-person perspective to a magnified first-person or third-person perspective.
- the aiming field of view will be adjusted according to the magnification of the virtual sight in the virtual shooting tool.
- a target magnification can be determined based on the actual target scene location, thereby enhancing the player's field of view. This magnification determines the degree of magnification of the game screen seen by the player relative to the normal field of view.
- the computer device in response to the scope command for the virtual sight, controls the virtual sight to be activated at the target magnification to present the field of view observed by the virtual sight at the target scene location at the target magnification.
- the second target magnification can be the default magnification of the virtual sight, a historically used magnification, or a target magnification determined after adjusting the magnification using the magnification adjustment controls. For example, if the default magnification for an 8x virtual sight is set to 4x, then the second target magnification can be 4x; or, if the player previously used an 8x virtual sight and set the magnification to 6x, then the second target magnification can be 6x; or, if the player is currently using an 8x virtual sight and the target magnification determined by the player through the magnification adjustment controls is 8x, then the second target magnification can be 8x.
- the graphical user interface includes a scope control and a magnification prompt control.
- the scope control is used to control the virtual sight to open at a first target magnification after receiving a trigger operation.
- the first target magnification is a magnification determined based on the current position and the target scene position within the magnification range provided by the virtual sight.
- the mode switching control includes a first switching control "Auto” and a second switching control "Off". When the first switching control "Auto" is selected, the current magnification adjustment mode is set to the first magnification adjustment mode. When the second switching control "Off" is selected, the current magnification adjustment mode is set to the second magnification adjustment mode.
- the graphical user interface includes a scope control, a magnification prompt control, and a magnification adjustment control.
- the magnification adjustment control is used to determine the second target magnification after receiving an adjustment operation.
- the scope control is used to control the virtual sight to open at the second target magnification after receiving a trigger operation.
- the preset scaling mode is the first scaling mode; after controlling the controlled virtual object to enter the preset scaling mode, the method further includes:
- the first magnification adjustment mode In response to a trigger operation on the mode switching control, the first magnification adjustment mode is changed to the second magnification adjustment mode, and an operable magnification adjustment control is provided in the second magnification adjustment mode.
- the preset scaling mode is the second scaling mode; after controlling the controlled virtual object to enter the preset scaling mode, the method further includes:
- the second magnification adjustment mode When in the second magnification adjustment mode, in response to a trigger operation on the mode switching control, the second magnification adjustment mode is changed to the first magnification adjustment mode.
- the magnification adjustment control In the first magnification adjustment mode, the magnification adjustment control is inoperable or not displayed.
- the display style of the scope control is different in the first magnification adjustment mode and the second magnification adjustment mode.
- the scope control displays mode prompt information, which is used to indicate that the controlled virtual object is in the first magnification adjustment mode or the second magnification adjustment mode.
- the method further includes:
- a target magnification is determined based on the adjustment operation.
- step "determining the target magnification based on the adjustment operation in response to the magnification adjustment control” includes:
- a target magnification is determined based on the magnification information indicated in the magnification adjustment control at the end of the sliding operation.
- the magnification adjustment control provides a setting area; the step "determining the target magnification based on the magnification information indicated in the magnification adjustment control at the end of the sliding operation, in response to a sliding operation on the magnification adjustment control" includes:
- the target magnification is determined based on the magnification information corresponding to the target display position.
- the setting area is a slide rail, on which a slider is displayed.
- the position of the slider on the slide rail is used to indicate the target magnification of the virtual sight.
- magnification prompt icon is also displayed corresponding to the magnification adjustment control, which is used to indicate the value of the magnification selected in real time during the process.
- different virtual sights correspond to different magnification ranges
- the display style of the magnification adjustment control is determined based on the magnification range.
- a first magnification indicator and a second magnification indicator are also displayed near the magnification adjustment control, the first magnification indicator and the second magnification indicator being used to indicate the two range endpoint values of the magnification range.
- the magnification adjustment control includes a slide rail and a slider displayed on the slide rail.
- the position of the slider on the slide rail is used to indicate the target magnification of the virtual sight.
- a magnification indicator "3.5X” is displayed on one side of the slider to indicate that the magnification value selected in real time during the process is 3.5x.
- a first magnification indicator "8X” and a second magnification indicator "1.5X” are also displayed.
- the first magnification indicator "8X” indicates the maximum magnification of the virtual sight is 8x
- the second magnification indicator "1.5X” indicates the minimum magnification of the virtual sight is 1.5x.
- the magnification can be automatically adjusted according to the relative distance between the target scene position and the current position when aiming down sights; if the player disables auto-aim, the player can click the magnification adjustment control to set the desired magnification before aiming down sights.
- this disclosure provides a game interaction method that determines the target scene position in the virtual scene based on the crosshair of the controlled virtual object; then, obtains the current position of the controlled virtual object in the virtual scene; and finally, determines the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position.
- This disclosure provides players with a method for intelligently adjusting the aiming down sights magnification, quickly adjusting it according to the player's actual combat situation. It intelligently adjusts the aiming down sights magnification according to the player's actual game operation needs, improving the player's shooting experience, ensuring the smoothness of the combat experience in the game, and thus improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware computing resources.
- this disclosure also provides a game interface, which can be as shown in Figure 8.
- the game interface can display at least part of the game scene and several controls.
- Figure 8 is only an example of the interface elements on the game interface.
- the game interface can also include interface elements other than those shown in Figure 8. The interface elements in the game interface shown in Figure 8 will be described in detail below.
- Control 1001 represents the fire control (i.e., shooting control), which is used to control the controlled virtual character to fire.
- Control 1002 represents the left peek control, which is used to control the controlled virtual character to peek to the left of the virtual weapon.
- Control 1003 represents the right peek control, which is used to control the controlled virtual character to peek to the right of the virtual weapon.
- Control 1004 represents the cancel throw control, which is used to cancel the throwing of throwables.
- 1005a represents the operation point
- 1005b represents the first control area
- 1005c represents the second control area located outside the first control area.
- the first control area, the second control area, and the operation point can form a virtual joystick.
- the virtual joystick is used to control the movement speed of the controlled virtual character.
- Players can drag the operation point to the first control area and/or the second control area to control the target controlled virtual character to move at different speeds.
- 1006 represents the medical supplies control, used to trigger the terminal device to display the medical supplies possessed by the controlled virtual character
- 1007 represents the main weapon bar, used to display the main weapon of the controlled virtual character
- 1008 represents the secondary weapon bar, used to display the secondary weapon of the controlled virtual character
- 1009 represents the health bar, used to display the current health of the controlled virtual character
- 10010 represents the throwable control, used to control the controlled virtual character to throw projectiles in the virtual scene.
- 10011 represents the helmet control, used to indicate the helmet status of the controlled virtual character, such as wearing a helmet, helmet damage, or not wearing a helmet.
- 10012 represents the armor control, used to indicate the armor status of the controlled virtual character, such as wearing armor, armor damage, or not wearing armor.
- 10013 represents the hunger status control, used to indicate the hydration and energy status of the controlled virtual character.
- 10014 represents the detection prompt control, used to set detection tools.
- 10015 represents the firing mode control, used to switch between automatic and semi-automatic firing modes.
- 10016 represents the melee weapon control, used to control melee weapons.
- 10017 represents the pistol control, used to control the pistol.
- 10018 represents the reload control, used to control the controlled virtual character to reload.
- 10019 represents the crouch control, used to control the controlled virtual character to perform a crouching action.
- 10030 represents the pet control control, used to release the pet of the controlled virtual character
- 10031 represents the focus skill control, used to release the focus skill
- 10032 represents the marker control, used to mark locations in the game scene. When the controlled virtual character moves away from the marked location, the player can know the distance between the controlled virtual character and the marked location
- 10033 represents the chat control, used to send and receive messages in the game
- 10034 represents the megaphone control, used to play sounds in the game
- 10035 represents the microphone control, used to collect the player's voice
- 10036 represents the game settings control, used to set relevant configurations in the game
- 10037 represents the action control, used to control the relevant actions of the controlled virtual character
- 10038 represents the flashlight, used to control the virtual controlled character to use the flashlight in the game scene
- 10039 represents pick-upable items.
- 10040 represents the storm progress bar, used to indicate the progress of the storm affecting the game scene.
- 10050 represents the orientation indicator, used to indicate the orientation of the controlled virtual character or the orientation of the controlled virtual character relative to the preset location.
- This embodiment also provides a game interaction device, which can be integrated into a terminal device.
- the game interaction device may include:
- the first determining unit 201 is configured to determine the location of a target scene in the virtual scene based on the crosshair of the controlled virtual object;
- Acquisition unit 202 is configured to acquire the current position of the controlled virtual object in the virtual scene
- the second determining unit 203 is configured to determine the magnification used by the controlled virtual object when aiming down sights, based on the current position and the target scene position.
- the game interaction device includes a processing subunit configured to perform:
- the controlled virtual object In response to an equipment operation command for a virtual shooting prop, the controlled virtual object is equipped with the virtual shooting prop, and the scene position to which the crosshair of the virtual shooting prop is aimed is determined as the target scene position.
- the game interaction device includes a processing subunit configured to perform:
- control the virtual shooting prop In response to an equipment operation command for a virtual sight, control the virtual shooting prop to equip the virtual sight;
- Determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position includes:
- the game interaction device includes a processing subunit configured to perform:
- the virtual sight In response to a scope-in command for the virtual sight, the virtual sight is controlled to open at the target magnification to present the field of view observed by the virtual sight at the target scene position at the target magnification.
- the game interaction device includes a processing subunit configured to perform:
- the target scene position is determined in the virtual scene based on the crosshair of the controlled virtual object.
- the game interaction device includes a processing subunit configured to perform:
- the magnification used by the controlled virtual object when aiming down sights is determined.
- the game interaction device includes a processing subunit configured to perform:
- a new target magnification within the magnification range provided by the virtual sight is determined based on the changed relative position information, and the new target magnification is set as the magnification used by the controlled virtual object when aiming down sights.
- the game interaction device includes a processing subunit configured to perform:
- the relative orientation information of the virtual object and the virtual sight is obtained;
- the target magnification is adjusted, and the virtual sight is set to use the adjusted target magnification to present the field of view observed by the virtual sight at the target scene position with the adjusted target magnification.
- the game interaction device includes a processing subunit configured to perform:
- the multiplier displayed by the multiplier prompt control is updated to the target multiplier to indicate that the controlled virtual object uses the target multiplier when aiming down sights.
- the game interaction device includes a processing subunit configured to perform:
- the target magnification is determined from the magnification range
- the maximum magnification of the magnification range is determined as the target magnification.
- the minimum magnification of the magnification range is determined as the target magnification.
- the game interaction device includes a processing subunit configured to perform:
- the scene position of the target virtual object that the crosshair of the virtual shooting prop is aiming at is determined as the target scene position.
- the game interaction device includes a processing subunit configured to perform:
- the target virtual object is determined based on the current orientation of the virtual shooting prop and/or the relative distance between each virtual object and the controlled virtual object;
- the scene location of the target virtual object is taken as the target scene location.
- the game interaction device includes a processing subunit for:
- auxiliary reference information includes the object attributes of the target virtual object and/or the scene attributes of the virtual scene;
- the target magnification within the magnification range provided by the virtual sight is determined.
- the game interaction device includes a processing subunit configured to perform:
- the target magnification of the virtual sight of the switched virtual shooting prop will continue to be the same as that of the virtual shooting prop before the switch.
- a specified magnification in the second magnification adjustment range shall be taken as the target magnification of the virtual sight of the switched virtual shooting prop.
- the game interaction device includes a processing subunit configured to perform:
- the operation of determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position is cancelled, and the magnification prompt control is not displayed on the graphical user interface.
- the game interaction device includes a processing subunit configured to perform:
- the operation of determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position is cancelled, and the magnification prompt control is not displayed on the graphical user interface.
- the game interaction device includes a processing subunit configured to perform:
- the controlled virtual object In response to the virtual sight's sight type being a preset sight type, the controlled virtual object is controlled to enter a preset magnification adjustment mode, wherein the preset magnification adjustment mode is either the first magnification adjustment mode or the second magnification adjustment mode.
- the game interaction device includes a processing subunit configured to perform:
- the first magnification adjustment mode In response to a trigger operation on the mode switching control, the first magnification adjustment mode is changed to the second magnification adjustment mode, and an operable magnification adjustment control is provided in the second magnification adjustment mode.
- the game interaction device includes a processing subunit configured to perform:
- the second magnification adjustment mode When in the second magnification adjustment mode, in response to a trigger operation on the mode switching control, the second magnification adjustment mode is changed to the first magnification adjustment mode.
- the magnification adjustment control In the first magnification adjustment mode, the magnification adjustment control is inoperable or not displayed.
- the game interaction device includes a processing subunit configured to perform:
- a target magnification is determined based on the adjustment operation.
- the game interaction device includes a processing subunit configured to perform:
- a target magnification is determined based on the magnification information indicated in the magnification adjustment control at the end of the sliding operation.
- the game interaction device includes a processing subunit configured to perform:
- the target magnification is determined based on the magnification information corresponding to the target display position.
- a first determining unit 201 determines the target scene position in the virtual scene based on the crosshair of the controlled virtual object; an acquiring unit 202 acquires the current position of the controlled virtual object in the virtual scene; and a second determining unit 203 determines the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position.
- This disclosure provides players with a method for intelligently adjusting the aiming down sights magnification, quickly adjusting it according to the player's actual combat situation. It intelligently adjusts the aiming down sights magnification according to the player's actual game operation needs, improving the player's shooting experience and ensuring the smoothness of the combat experience in the game, thereby improving game interaction efficiency. Simultaneously, it reduces the response frequency of hardware devices, helping to save hardware computing resources.
- this disclosure also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device.
- the electronic device can be a server.
- the electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor.
- the processor 301 and the memory 302 are electrically connected.
- the electronic device structure shown in the figures does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 via various interfaces and lines. By running or loading software programs and/or units stored in the memory 302, and by calling data stored in the memory 302, it executes various functions and processes data of the electronic device 300, thereby providing overall monitoring of the electronic device 300.
- the processor 301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic diagrams disclosed in the embodiments of this disclosure.
- the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions, such as:
- the location of the target scene is determined in the virtual scene based on the crosshair of the controlled virtual object;
- the magnification used by the controlled virtual object when aiming is determined based on the current position and the target scene position.
- determining the target scene position in the virtual scene based on the crosshair of the controlled virtual object includes:
- the controlled virtual object In response to an equipment operation command for a virtual shooting prop, the controlled virtual object is equipped with the virtual shooting prop, and the scene position to which the crosshair of the virtual shooting prop is aimed is determined as the target scene position.
- the method further includes:
- control the virtual shooting prop In response to an equipment operation command for a virtual sight, control the virtual shooting prop to equip the virtual sight;
- Determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position includes:
- the method further includes:
- the virtual sight In response to a scope-in command for the virtual sight, the virtual sight is controlled to open at the target magnification to present the field of view observed by the virtual sight at the target scene position at the target magnification.
- determining the target scene position in the virtual scene based on the crosshair of the controlled virtual object includes:
- the target scene position is determined in the virtual scene based on the crosshair of the controlled virtual object.
- determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position includes:
- the magnification used by the controlled virtual object when aiming down sights is determined.
- the method further includes:
- a new target magnification within the magnification range provided by the virtual sight is determined based on the changed relative position information, and the new target magnification is set as the magnification used by the controlled virtual object when aiming down sights.
- the method further includes:
- the relative orientation information of the virtual object and the virtual sight is obtained;
- the target magnification is adjusted, and the virtual sight is set to use the adjusted target magnification to present the field of view observed by the virtual sight at the target scene position with the adjusted target magnification.
- the graphical user interface further includes a magnification indicator control, which is used at least to indicate the magnification used by the virtual sight when aiming down sights before the virtual sight is aimed down sights.
- the method further includes:
- the multiplier displayed by the multiplier prompt control is updated to the target multiplier to indicate that the controlled virtual object uses the target multiplier when aiming down sights.
- the magnification indicator control also displays a first magnification and a second magnification, wherein the first magnification and the second magnification are the maximum and minimum magnifications of the magnification range provided by the virtual sight, respectively.
- determining the target magnification within the magnification range provided by the virtual sight based on the current position and the target scene position includes:
- the target magnification is determined from the magnification range
- the maximum magnification of the magnification range is determined as the target magnification.
- the minimum magnification of the magnification range is determined as the target magnification.
- determining the scene position where the crosshair of the virtual shooting prop is aimed, as the target scene position includes:
- the scene position of the target virtual object that the crosshair of the virtual shooting prop is aiming at is determined as the target scene position.
- the method further includes:
- the target virtual object is determined based on the current orientation of the virtual shooting prop and/or the relative distance between each virtual object and the controlled virtual object;
- the scene location of the target virtual object is taken as the target scene location.
- determining the target magnification within the magnification range provided by the virtual sight based on the current position and the target scene position includes:
- auxiliary reference information includes the object attributes of the target virtual object and/or the scene attributes of the virtual scene;
- the target magnification within the magnification range provided by the virtual sight is determined.
- the method further includes:
- the target magnification of the virtual sight of the switched virtual shooting prop will continue to be the same as that of the virtual shooting prop before the switch.
- a specified magnification in the second magnification adjustment range shall be taken as the target magnification of the virtual sight of the switched virtual shooting prop.
- the method further includes:
- the operation of determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position is cancelled, and the magnification prompt control is not displayed on the graphical user interface.
- the method further includes:
- the operation of determining the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position is cancelled, and the magnification prompt control is not displayed on the graphical user interface.
- the graphical user interface further includes a mode switching control configured to switch between at least a first magnification adjustment mode and a second magnification adjustment mode;
- the graphical user interface includes a scope control and a magnification prompt control.
- the scope control is used to control the virtual sight to open at a first target magnification after receiving a trigger operation.
- the first target magnification is a magnification determined based on the current position and the target scene position within the magnification range provided by the virtual sight.
- the graphical user interface includes a scope control, a magnification prompt control, and a magnification adjustment control.
- the magnification adjustment control is used to determine a second target magnification after receiving an adjustment operation
- the scope control is used to control the virtual sight to open at the second target magnification after receiving a trigger operation.
- the method further includes:
- the controlled virtual object In response to the virtual sight's sight type being a preset sight type, the controlled virtual object is controlled to enter a preset magnification adjustment mode, wherein the preset magnification adjustment mode is either the first magnification adjustment mode or the second magnification adjustment mode.
- the preset magnification adjustment mode is the first magnification adjustment mode
- the method further includes:
- the first magnification adjustment mode In response to a trigger operation on the mode switching control, the first magnification adjustment mode is changed to the second magnification adjustment mode, and an operable magnification adjustment control is provided in the second magnification adjustment mode.
- the preset magnification adjustment mode is the second magnification adjustment mode
- the method further includes:
- the second magnification adjustment mode When in the second magnification adjustment mode, in response to a trigger operation on the mode switching control, the second magnification adjustment mode is changed to the first magnification adjustment mode.
- the magnification adjustment control In the first magnification adjustment mode, the magnification adjustment control is inoperable or not displayed.
- the display style of the scope control is different in the first magnification adjustment mode and the second magnification adjustment mode.
- the scope control displays mode prompt information, which is used to indicate that the controlled virtual object is in the first magnification adjustment mode or the second magnification adjustment mode.
- the method further includes:
- a target magnification is determined based on the adjustment operation.
- determining the target magnification based on the adjustment operation in response to the magnification adjustment control includes:
- a target magnification is determined based on the magnification information indicated in the magnification adjustment control at the end of the sliding operation.
- the magnification adjustment control provides a setting area
- the step of responding to a sliding operation on the magnification adjustment control, and determining the target magnification based on the magnification information indicated in the magnification adjustment control at the end of the sliding operation includes:
- the target magnification is determined based on the magnification information corresponding to the target display position.
- the setting area is a slide rail, on which a slider is displayed.
- the position of the slider on the slide rail is used to indicate the target magnification of the virtual sight.
- a magnification prompt icon is also displayed corresponding to the magnification adjustment control, the magnification prompt icon being used to indicate the value of the magnification selected in real time during the process.
- different virtual sights correspond to different magnification ranges
- the display style of the magnification adjustment control is determined based on the magnification range.
- a first magnification indicator and a second magnification indicator are also displayed near the magnification adjustment control, the first magnification indicator and the second magnification indicator being used to indicate the two range endpoint values of the magnification range.
- the electronic device provided in this disclosure can determine the target scene position in the virtual scene based on the crosshair of the controlled virtual object; then, obtain the current position of the controlled virtual object in the virtual scene; finally, determine the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position.
- This disclosure provides players with a method for intelligently adjusting the aiming down sights magnification, quickly adjusting it according to the player's actual combat situation. It can intelligently adjust the aiming down sights magnification according to the player's actual game operation needs, improving the player's shooting experience, ensuring the smoothness of the combat experience in the game, and thus improving game interaction efficiency; at the same time, it reduces the response frequency of the hardware device, helping to save the hardware device's computing resources.
- the electronic device 300 further includes: a touch display screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307.
- the processor 301 is electrically connected to the touch display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307.
- the electronic device structure shown in FIG10 does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or have different component arrangements.
- the touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI.
- GUI graphical user interface
- the touch display screen 303 may include a display panel and a touch panel.
- the display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof.
- the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies.
- LCD liquid crystal display
- OLED organic light-emitting diode
- the touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands.
- the touch panel may include two parts: a touch detection device and a touch controller.
- the touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller.
- the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301.
- the touch panel can cover the display panel.
- the touch panel When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event.
- the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions.
- the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.
- the radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.
- Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.
- the input unit 306 can be used to receive input numbers, characters, or user characteristic information (such as fingerprints, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
- user characteristic information such as fingerprints, iris, facial information, etc.
- Power supply 307 is used to supply power to various components of electronic device 300.
- power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.
- Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.
- the electronic device 300 may also include a camera, sensor, wireless fidelity module, Bluetooth module, etc., which will not be described in detail here.
- embodiments of this disclosure provide a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the game interaction methods provided in embodiments of this disclosure.
- the computer program can execute the steps of the following game interaction method:
- the location of the target scene is determined in the virtual scene based on the crosshair of the controlled virtual object;
- the magnification used by the controlled virtual object when aiming is determined based on the current position and the target scene position.
- the computer program stored in the storage medium determines the target scene position in the virtual scene based on the crosshair of the controlled virtual object; then, it obtains the current position of the controlled virtual object in the virtual scene; finally, it determines the magnification used by the controlled virtual object when aiming down sights based on the current position and the target scene position.
- This embodiment of the disclosure can provide players with a method for intelligently adjusting the aiming down sights magnification, quickly adjusting the magnification according to the player's actual combat situation.
- the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), disk or optical disk, etc.
- the computer program stored in the computer-readable storage medium can execute any of the game interaction methods provided in the embodiments of this disclosure, it can achieve the beneficial effects that any of the game interaction methods provided in the embodiments of this disclosure can achieve, as detailed in the preceding embodiments, and will not be repeated here.
- a computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
- a processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in the various optional implementations of the above embodiments.
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- User Interface Of Digital Computer (AREA)
Abstract
一种游戏交互方法、装置、电子设备和存储介质,该方法包括:根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置(101);获取所述受控虚拟对象在所述虚拟场景中的当前位置(102);根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率(103)。可以向玩家提供智能调节开镜倍率的方法,根据玩家的实际对战情况快速进行开镜倍率的调整操作,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
Description
相关申请的交叉引用
本申请要求申请日为2024年06月05日,申请号为202410726684.7,名称为“一种游戏交互方法、装置、电子设备和存储介质”的中国专利申请的优先权,该中国专利申请的全部内容通过引用结合在本文中。
本公开涉及游戏技术领域,具体涉及一种游戏交互方法、装置、电子设备和存储介质。
为了满足人们对精神生活的追求,能够在终端上操作的娱乐游戏应运而生,例如,基于客户端或服务器架构开发的多人在线动作游戏、角色扮演游戏、战术竞技类游戏或第一人称射击游戏(First-person shooting game,FPS)等类型的游戏。在游戏中,玩家可以操纵屏幕中的虚拟人物来进行游戏,可以基于玩家所操作人物的第一视角或第三视角在游戏场景中执行行走、奔跑、跳跃、拾取道具以及格斗等相关操作,使得玩家们可以身临其境地体验游戏带来的视觉冲击,大大增强了游戏的主动性和真实感。
在目前的射击类游戏中,玩家控制的虚拟对象之间通常通过虚拟枪械展开对抗,例如采用虚拟枪械瞄准敌方虚拟对象进行射击造成伤害,以淘汰敌方虚拟对象。然而,随着玩家对游戏玩法需求的日益增长,玩家存在需要根据实际游戏对战对开镜倍率进行智能化调整的需求,现有技术中根据实际游戏对战对开镜倍率进行智能化调整的方式较少,导致无法根据玩家的实际对战情况快速进行开镜倍率的调整操作,影响玩家在游戏对局中战斗体验的流畅性,导致游戏交互效率低。
本公开实施例提供一种游戏交互方法、装置、电子设备和存储介质,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
第一方面,本公开实施例提供一种游戏交互方法,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,所述方法包括:
在所述图形用户界面上提供一延时调整控件;
响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;
响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
第二方面,本公开实施例提供一种游戏交互装置,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象,包括:
显示单元,被配置为执行在所述图形用户界面上提供一延时调整控件;
第一响应单元,被配置为执行响应于针对所述延时调整控件的调整操作,基于所述调整操作确定目标射击延时;
第二响应单元,被配置为执行响应于射击触发事件,确定延迟射击所针对的目标虚拟对象,控制所述受控虚拟对象经过所述目标射击延时后,自动向所述目标虚拟对象进行至少一次射击。
第三方面,本公开实施例还提供一种电子设备,包括存储器存储有多条指令;处理器从存储器中加载指令,以执行本公开实施例所提供的任一种游戏交互方法的步骤。
第四方面,本公开实施例还提供一种计算机可读存储介质,计算机可读存储介质存储有多条指令,指令适于处理器进行加载,以执行本公开实施例所提供的任一种游戏交互方法的步骤。
第五方面,本公开实施例还提供一种计算机程序产品,包括计算机程序或指令,计算机程序或指令被处理器执行时实现本公开实施例所提供的任一种游戏交互方法中的步骤。
采用本公开实施例的方案,可以向玩家提供智能调节开镜倍率的方法,根据玩家的实际对战情况快速进行开镜倍率的调整操作,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
图1是本公开实施例其中之一种游戏交互系统的场景示意图;
图2是本公开实施例其中之一种游戏交互方法的流程示意图;
图3是本公开实施例其中之一种游戏交互方法的场景示意图;
图4是本公开实施例其中之一种游戏交互方法的场景示意图;
图5是本公开实施例其中之一种游戏交互方法的场景示意图;
图6是本公开实施例其中之一种游戏交互方法的场景示意图;
图7是本公开实施例其中之一种游戏交互方法的场景示意图;
图8是本公开实施例其中之一种游戏交互方法的游戏界面示意图;
图9是本公开实施例其中之一种游戏交互装置的结构示意图;
图10是本公开实施例其中之一种电子设备的结构示意图。
下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。基于本公开中的实施例,本领域技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本公开保护的范围。同时,在本公开实施例的描述中,术语“第一”、“第二”等仅用于区分描述,而不能理解为指示或暗示相对重要性。由此,限定有“第一”、“第二”的特征可以明示或者隐含地包括一个或者更多个特征。在本公开实施例的描述中,“多个”的含义是两个或两个以上,除非另有明确具体的限定。
本公开实施例提供一种游戏交互方法、装置、电子设备和计算机可读存储介质。具体地,本实施例将从游戏交互装置的角度进行描述,该游戏交互装置具体可以集成在电子设备中,即本公开实施例游戏交互方法可以由电子设备执行,可选的,该电子设备可以包括:终端设备。终端设备可以为手机、平板电脑、智能蓝牙设备、笔记本电脑、游戏机、或者个人电脑(Personal Computer,PC)等设备。
本公开实施例提供的游戏交互方法,可以应用于如游戏交互系统中。其中,该游戏交互系统可以包括玩家终端设备和服务器,终端可以是既包括接收和发射硬件的设备,即具有能够在双向通信链路上,执行双向通信的接收和发射硬件的设备。玩家终端设备与服务器可以通过网络进行双向通信。
可选的,该服务器可以是独立的服务器,也可以是服务器组成的服务器网络或服务器集群,其包括但不限于计算机、网络主机、单个网络服务器、多个网络服务器集或多个服务器构成的云服务器。其中,云服务器由基于云计算(Cloud Computing)的大量计算机或网络服务器构成。
在本公开其中一种实施例中的游戏交互方法可以运行于本地终端设备或者是服务器。当游戏交互方法运行于服务器时,该方法则可以基于云交互系统来实现与执行,其中,云交互系统包括服务器和客户端设备。
例如,当该游戏交互方法运行于终端时,终端设备存储有游戏应用程序并用于呈现游戏画面中的虚拟场景。终端设备用于通过图形用户界面与用户进行交互,例如通过终端设备下载安装游戏应用程序并运行。该终端设备将图形用户界面提供给用户的方式可以包括多种,例如,可以渲染显示在终端设备的显示屏上,或者,通过全息投影呈现图形用户界面。例如,终端设备可以包括触控显示屏和处理器,该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令,该图形用户界面包括游戏画面,该处理器用于运行该游戏、生成图形用户界面、响应操作指令以及控制图形用户界面在触控显示屏上的显示。
例如,当该游戏交互方法运行于服务器时,可以为云游戏。云游戏是指以云计算为基础的游戏方式。在云游戏的运行模式下,游戏应用程序的运行主体和游戏画面呈现主体是分离的,游戏交互方法的储存与运行是在云游戏服务器上完成的。而游戏画面呈现是在云游戏的客户端完成的,云游戏客户端主要用于游戏数据的接收、发送以及游戏画面的呈现,例如,云游戏客户端可以是靠近用户侧的具有数据传输功能的显示设备,如,移动终端、电视机、计算机、掌上电脑、个人数字助理等,但是进行游戏数据处理的终端设备为云端的云游戏服务器。在进行游戏时,用户操作云游戏客户端向云游戏服务器发送操作指令,云游戏服务器根据操作指令运行游戏,将游戏画面等数据进行编码压缩,通过网络返回云游戏客户端,最后,通过云游戏客户端进行解码并输出游戏画面。
请参阅图1,图1为本公开实施例提供的一种游戏交互系统的场景示意图。该系统可以包括至少一个终端,至少一个服务器,至少一个数据库,以及网络。用户持有的终端可以通过网络连接到不同游戏的服务器。终端是具有计算硬件的任何设备,该计算硬件能够支持和执行与游戏对应的软件产品。另外,当系统包括多个终端、多个服务器、多个网络时,不同的终端可以通过不同的网络、通过不同的服务器相互连接。网络可以是无线网络或者有线网络,比如无线网络为无线局域网(WLAN)、局域网(LAN)、蜂窝网络、2G网络、3G网络、4G网络、5G网络等。另外,不同的终端之间也可以使用自身的蓝牙网络或者热点网络连接到其他终端或者连接到服务器等。例如,多个用户可以通过不同的终端在线从而通过适当网络连接并且相互同步,以支持多玩家游戏。另外,该系统可以包括多个数据库,多个数据库耦合到不同的服务器,并且可以将与游戏环境有关的信息在不同用户在线进行多玩家游戏时连续地存储于数据库中。
本公开实施例提供了一种游戏交互方法,该方法可以由终端或服务器执行。本公开实施例以游戏交互方法由终端执行为例来进行说明。其中,该终端可以包括触控显示屏和处理器(当然,终端也可以采用鼠标、键盘等外设作为输入设备,此处仅以触控显示屏为例进行说明),该触控显示屏用于呈现图形用户界面以及接收用户作用于图形用户界面产生的操作指令。用户通过触控显示屏对图形用户界面进行操作时,该图形用户界面可以通过响应于接收到的操作指令控制终端本地的内容,也可以通过响应于接收到的操作指令控制对端服务器的内容。例如,用户作用于图形用户界面产生的操作指令包括用于启动游戏应用程序的指令,处理器被配置为在接收到用户提供的启动游戏应用程序的指令之后启动游戏应用程序。此外,处理器被配置为在触控显示屏上渲染和绘制与游戏相关联的图形用户界面。触控显示屏是能够感测屏幕上的多个点同时执行的触摸或者滑动操作的多触敏屏幕。用户在使用手指在图形用户界面上执行触控操作,图形用户界面在检测到触控操作时,控制游戏的图形用户界面中的不同虚拟对象执行与触控操作对应的动作。
需要说明的是,图1所示的游戏交互系统的场景示意图仅仅是一个示例,本公开实施例描述的游戏交互系统以及场景是为了更加清楚的说明本公开实施例的技术方案,并不构成对于本公开实施例提供的技术方案的限定,本领域普通技术人员可知,随着新业务场景的出现,本公开实施例提供的技术方案对于类似的技术问题,同样适用。
本公开实施例提供一种游戏交互方法,该方法可以由终端或服务器执行,本公开实施例以游戏交互方法由终端执行为例来进行说明,可以通过终端设备提供一图形用户界面,图形用户界面包括至少部分虚拟场景、位于所述虚拟场景中由所述终端设备控制的受控虚拟对象。以下对图形用户界面、虚拟场景、以及虚拟对象进行说明。
游戏场景(或称为虚拟场景)是应用程序在终端或服务器上运行时显示(或提供)的虚拟场景。可选地,该虚拟场景是对真实世界的仿真环境,或者是半仿真半虚构的虚拟环境,或者是纯虚构的虚拟环境。虚拟场景是二维虚拟场景和三维虚拟场景中的任意一种,虚拟环境可以为天空、陆地、海洋等,其中,该陆地包括沙漠、城市等环境元素。其中,虚拟场景为用户控制等虚拟对象完整游戏逻辑的场景,例如,对于沙盒类3D射击游戏中,虚拟场景为用于供玩家控制虚拟对象进行对战的3D游戏世界,实例性的虚拟场景可以包括:山川、平地、河流、湖泊、海洋、沙漠、天空、植物、建筑、车辆中的至少一种元素;例如,对于2D卡牌类游戏中,虚拟场景为供展示释放卡牌或是展示卡牌对应的虚拟对象的场景,实例性的虚拟场景可以包括:擂台场、决战场、或是其他可以显示卡牌对战状态的“场”元素或是其他元素;对于2D或是3D的多人在线战术竞技游戏,虚拟场景为供虚拟对象进行对战的2D或3D地形场景,实例性的虚拟场景可以包括:峡谷风格的山脉、线路、河流、教室、桌椅、讲台等元素。
图形用户界面是通过在移动终端或其它终端的处理器上执行软件应用并在显示器上渲染得到图形用户界面,可以是终端设备的显示屏界面。图形用户界面可以呈现游戏场景的全部,也可以只呈现游戏场景的局部。游戏场景中包括多个静态虚拟对象,具体包括地面、山体、石体、植被、建筑等。当游戏场景比较大时,在游戏的过程中终端设备的图形用户界面上只显示游戏场景的局部内容。可选地,游戏场景中包含游戏角色,游戏角色可以是玩家操控的游戏角色,也可以NPC(Non-Player Character的缩写,是游戏中一种角色类型,意思是非玩家角色),本示例性实施例不作限制。图形用户界面中可以包括供玩家进行交互的UI界面和游戏画面。在可选的实施方式中,该UI界面中可以包括游戏控件(如,技能控件、移动控件、功能控件等)、指示标识(如,方向指示标识、角色指示标识等)、信息展示区(如,击杀人数、比赛时间等),或是游戏设置控件(如,系统设置、商店、金币等)。在可选的实施方式中,游戏画面为终端设备显示虚拟场景所对应的显示画面,游戏画面中可以包括在虚拟场景中进行执行游戏逻辑的游戏角色、NPC角色、AI角色等虚拟对象。
游戏对象(或称为虚拟对象、游戏角色)是指在虚拟场景中可被控制的动态对象。可选地,该动态对象可以是虚拟人物、虚拟动物、动漫人物等。该虚拟对象是玩家通过输入设备进行控制的角色,或者是通过训练设置在虚拟环境对战中的人工智能(Artificial Intelligence,AI),或者是设置在虚拟场景对战中的非玩家角色(Non-Player Character,NPC)。可选地,该虚拟对象是在虚拟场景中进行竞技的虚拟人物。可选地,该虚拟场景对战中的虚拟对象的数量是预设设置的,或者是根据加入对战的客户端的数量动态确定的,本公开实施例对此不作限定。在一种可能实现方式中,用户能够控制虚拟对象在该虚拟场景中进行移动,例如,控制虚拟对象跑动、跳动、爬行等,也能够控制虚拟对象使用应用程序所提供的技能、虚拟道具等与其他虚拟对象进行战斗。(游戏)道具是指虚拟对象在虚拟环境中能够使用的道具,包括但不限于枪械、冷兵器、手雷、护盾、跳板、傀儡等能够被虚拟对象使用,以提速自身属性、辅助作战或是对其他虚拟对象发起伤害的虚拟物品,虚拟道具还可以是子弹等补给道具,还可以为扩充弹夹、瞄准倍镜、消焰器、枪托等配件装配在指定虚拟武器上。虚拟摄像机是游戏场景画面所必需的组件,用于游戏场景画面的呈现,一个游戏场景至少对应一个虚拟摄像机,根据实际需要,可以有两个或两个以上,作为游戏渲染的窗口,为玩家捕捉和呈现游戏世界的画面内容,通过设置虚拟摄像机的参数可调整玩家观看游戏世界的视角,如第一人称视角、第三人称视角。
以下结合附图分别进行详细说明,本实施例中以执行主体是终端设备为例。需说明的是,以下实施例的描述顺序不作为对实施例优选顺序的限定。虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于附图所示的顺序执行所示出或描述的步骤。
请参阅图2,图2为本公开实施例提供的一种游戏交互方法的流程示意图,该游戏交互方法的具体流程可以如下步骤101至步骤103:
步骤101、根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置。
其中,射击游戏中的准星是一个用于瞄准和射击的图标或标识,通常在玩家控制受控虚拟对象装备虚拟射击道具且使用时,在图形用户界面上进行显示。具体的,准星是玩家在游戏中使用虚拟射击道具进行射击时的参考点,准星的位置和变化可以帮助玩家控制受控虚拟对象准确地对准目标虚拟对象并进行射击。准星的样式和特征可能因游戏而异,例如,该准星可以是一个小点、一个十字线、一个圆圈或其他形状的图标,一些射击游戏还提供了自定义准星的选项,可以使玩家根据自身的游戏偏好进行调整。
在本公开实施例中,计算机设备可以根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置,具体可以根据受控虚拟对象的准星瞄准的目标虚拟对象或虚拟场景位置确定目标场景位置。
步骤102、获取所述受控虚拟对象在所述虚拟场景中的当前位置。
具体的,计算机设备可以获取所述受控虚拟对象在所述虚拟场景中的当前位置。进一步的,还可以在确定受控虚拟对象在所述虚拟场景中的当前位置后,确定受控虚拟对象装备的虚拟射击道具的当前位置、或虚拟射击道具当前装备的虚拟瞄具的当前位置。
其中,虚拟射击道具可以包括虚拟枪械或虚拟兵器,例如,虚拟枪械可以包括虚拟狙击枪、虚拟步枪、虚拟冲锋枪、以及虚拟手枪等;虚拟兵器可以包括虚拟弓箭、虚拟弩、虚拟吹箭等;上述虚拟射击道具在装备虚拟瞄具后均可以自动进行开镜时倍率的确定。
进一步的,虚拟瞄具指的是射击游戏中模拟真实射击中使用的瞄准具,例如全息瞄准镜、红点瞄准镜、二倍镜、四倍镜、或八倍镜或更高放大倍数的倍镜等虚拟瞄准镜。虚拟瞄具通常与准星结合使用,虚拟瞄具通过在图形用户界面上显示一个类似于实际瞄准具的图标或标记,来帮助玩家控制受控虚拟对象进行准确的射击,虚拟瞄具可以向玩家提供更清晰、更准确的目标视野,使玩家能够更好地瞄准目标虚拟对象。
步骤103、根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。
具体的,计算机设备可以根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率,其中,当前位置可以为所述受控虚拟对象在所述虚拟场景中的当前位置、受控虚拟对象装备的虚拟射击道具的当前位置、或虚拟射击道具当前装备的虚拟瞄具的当前位置。
综上所述,本公开实施例提供了一种游戏交互方法,通过根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;然后,获取所述受控虚拟对象在所述虚拟场景中的当前位置;最后,根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。本公开实施例可以向玩家提供智能调节开镜倍率的方法,根据玩家的实际对战情况快速进行开镜倍率的调整操作,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
根据上述介绍的内容,下面将举例来进一步说明本公开的游戏交互方法,该游戏交互方法的具体实施例如下所述。
在一实施例中,步骤“所述根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置”,包括:
响应于针对虚拟射击道具的装备操作指令,控制所述受控虚拟对象装备所述虚拟射击道具,并确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置。
具体的,玩家可以为受控虚拟对象装备虚拟射击道具,计算机设备响应于针对虚拟射击道具的装备操作指令,控制所述受控虚拟对象装备所述虚拟射击道具,并确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置。其中,该虚拟射击道具可以为受控虚拟对象通过拾取得到时自动装备的,或者是通过从游戏背包中取出进行装备。
进一步的,步骤“在控制所述受控虚拟对象装备所述虚拟射击道具之后”,还包括:
响应于针对虚拟瞄具的装备操作指令,控制所述虚拟射击道具装备所述虚拟瞄具;
所述根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率,包括:
基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率。
具体的,玩家可以为虚拟射击道具装备虚拟瞄具,计算机设备响应于针对虚拟瞄具的装备操作指令,控制所述虚拟射击道具装备所述虚拟瞄具,然后,计算机设备还可以基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率。其中,虚拟瞄具可以为受控虚拟对象通过拾取得到时自动装备的,或者是通过从游戏背包中取出虚拟瞄具进行装备。
其中,射击游戏中的倍率是指虚拟瞄具等瞄准设备提供的视野放大倍数。倍率决定了观察者所看到的虚拟场景或需要观察的目标虚拟对象的放大程度。当玩家使用具有变焦功能的虚拟瞄具时,可以通过调整倍率来放大或缩小视野,以帮助更准确地瞄准目标。具体的,倍率通常以数字形式表示,例如2倍、4倍、6倍、8倍等,较低的倍率通常适用于近距离战斗或快速目标切换,而较高的倍率适用于远距离狙击或需要更精确瞄准的情况。
在一具体实施例中,步骤“在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率之后”,还包括:
响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启,以呈现所述虚拟瞄具以所述目标倍率针对所述目标场景位置观察到的视野画面。
具体的,受控虚拟对象装备虚拟射击道具后,图形用户界面上的中心点出会出现准星,虚拟射击道具上可以装备有虚拟瞄具。当玩家执行开镜操作时,会根据虚拟射击道具中的虚拟瞄具的倍率来调整瞄准视野,计算机设备响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启,以呈现所述虚拟瞄具以所述目标倍率针对所述目标场景位置观察到的视野画面。其中,开镜是指在射击游戏中,玩家通过按下开镜控件或进行特定的手势,使受控虚拟对象的视角切换到使用虚拟瞄具进行瞄准的状态,在开镜后可以向玩家呈现虚拟瞄具以目标倍率针对目标场景位置观察到的视野画面。
可选的,步骤“所述根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置”,包括:
响应于针对所述虚拟瞄具的开镜指令,根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置。
具体的,可以在触发开镜时自动确定目标倍率,例如,玩家触发虚拟瞄具的开镜操作,计算机设备响应于针对所述虚拟瞄具的开镜指令,根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置,获取所述受控虚拟对象在所述虚拟场景中的当前位置;根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。
在一实施例中,步骤“所述根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率”,方法可以包括:
获取所述受控虚拟对象装备的虚拟射击道具的当前位置;
基于所述虚拟射击道具和所述目标场景位置,确定所述受控虚拟对象在开镜时使用的倍率。
具体的,可以获取受控虚拟对象装备的虚拟射击道具的当前位置,基于虚拟射击道具和所述目标场景位置,确定所述受控虚拟对象在开镜时使用的倍率。
为了在准星移动或虚拟瞄具移动距离较大时,自动适应性对倍率进行调整,还可以在检测到相对位置信息发生的变化满足预设倍率调整条件时,确定新的目标倍率。具体的,步骤“在响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启之后”,还包括:
响应于所述当前位置和所述目标场景位置之间的相对位置信息发生变化,且变化后的相对位置信息满足预设倍率调整条件,根据所述变化后的相对位置信息确定所述虚拟瞄具提供的倍率范围中的新的目标倍率,并将所述新的目标倍率设置为所述受控虚拟对象在开镜时使用的倍率。
例如,当检测到受控虚拟对象的当前位置发生变化,或目标场景位置发生变化,计算机设备响应于所述当前位置和所述目标场景位置之间的相对位置信息发生变化,且变化后的相对位置信息满足预设倍率调整条件,根据所述变化后的相对位置信息确定所述虚拟瞄具提供的倍率范围中的新的目标倍率,并将所述新的目标倍率设置为所述受控虚拟对象在开镜时使用的倍率。
在目标场景位置中存在指定类型的虚拟对象时,为了可以更方便观察该虚拟对象,可以根据该虚拟对象与虚拟瞄具的相对方位信息调整目标倍率。具体的,步骤“在响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启之后”,方法可以包括:
响应于所述目标场景位置中存在预设类型的虚拟对象,获取所述虚拟对象和所述虚拟瞄具的相对方位信息;
基于所述虚拟对象和所述虚拟瞄具的相对方位信息,调整所述目标倍率,并设置所述虚拟瞄具使用调整后的目标倍率,以呈现所述虚拟瞄具以所述调整后的目标倍率针对所述目标场景位置观察到的视野画面。
其中,预设类型的虚拟对象可以为与受控虚拟角色处于不同游戏阵营的虚拟对象或非玩家控制虚拟对象(Non Player Character,NPC)。预设类型的虚拟对象还可以为对象属性高于或低于预设阈值的虚拟对象,对象属性可以包括生命值、攻击值、防御值或其他对象属性。
例如,计算机响应于所述目标场景位置中存在生命值低于预设阈值的虚拟对象,获取虚拟对象和虚拟瞄具的相对方位信息,基于虚拟对象和虚拟瞄具的相对方位信息,调整所述目标倍率,并设置所述虚拟瞄具使用调整后的目标倍率,以呈现所述虚拟瞄具以所述调整后的目标倍率针对所述目标场景位置观察到的视野画面。
在一实施例中,倍率提示控件中显示有虚拟瞄具开镜时使用的倍率,且倍率提示控件中显示的倍率根据实时确定的倍率进行更新。具体的,所述图形用户界面还包括倍率提示控件,所述倍率提示控件至少用于在所述虚拟瞄具开镜之前,提示所述虚拟瞄具在开镜时使用的倍率,步骤“在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率之后”,还包括:
将所述倍率提示控件显示的倍率更新为所述目标倍率,以提示所述受控虚拟对象在开镜时使用的倍率为所述目标倍率。
可选的,所述倍率提示控件还显示第一倍率和第二倍率,其中,所述第一倍率和所述第二倍率分别为所述虚拟瞄具提供的倍率范围的最大倍率和最小倍率。
例如,请参阅图3,在本公开实施例中,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、以及位于所述虚拟场景中由所述终端设备控制操作的部分受控虚拟对象(例如受控虚拟对象的手部),还可以包括由敌方玩家的终端设备控制的其他虚拟对象,此时,受控虚拟对象正在手持第一枪械图标对应的第一虚拟射击道具。图形用户界面还显示有射击控件以及倍率提示控件,该倍率提示控件显示有虚拟瞄具当前正在使用的倍率3.5倍(也即受控虚拟对象在开镜时使用的倍率为3.5倍)、第一倍率8倍(虚拟瞄具的最大倍率)、以及第二倍率1.5倍(虚拟瞄具的最小倍率)。
在一具体实施例中,步骤“所述基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率”,方法可以包括:
获取所述虚拟瞄具的倍率范围、以及对应的预设距离范围;
若所述当前位置和所述目标场景位置之间的相对距离,位于所述预设距离范围内,则基于所述相对距离以及倍率确定逻辑,从所述倍率范围内确定目标倍率;
若所述相对距离大于所述预设距离范围的最大值,则确定所述倍率范围的最大倍率作为目标倍率;
若所述相对距离小于所述预设距离范围的最小值,则确定所述倍率范围的最小倍率作为目标倍率。
例如,预设距离范围可以为20m<X<50m,虚拟瞄具的倍率范围可以为8倍<Y小于1.5倍,当准星对准的目标场景位置与受控虚拟对象的当前位置之间的相对距离,小于等于20m时,则使用虚拟瞄具的最小倍率,最小倍率最小时可以为1.5倍。当相对距离大于20m且小于50m时,开启的倍镜倍率为自动过渡倍率,采用倍率换算公式进行换算,也即具体倍率取20m至50m之间的相对距离百分比进行换算,例如,相对距离为30m时进行开镜,则虚拟瞄具开镜时的倍率为3.7倍。当相对距离大于等于50m时,则使用虚拟瞄具的最大倍率,例如8倍。具体的,本公开提供了倍率确定逻辑的计算公式,具体公式如下所述:
1/L’+1/L=1/f
其中,L’为虚拟瞄具的倍镜中心到目标场景位置的距离,称为物距;L为虚拟瞄具的倍镜中心到成像平面的距离,称为像距;f为透镜的焦距。进一步的,放大率的计算公式为m=L’/L。
具体的,步骤“所述确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置”,包括:
确定所述虚拟射击道具的准星瞄准的目标虚拟对象的场景位置,作为目标场景位置。
例如,请参阅图4,此时目标场景位置可以为目标虚拟对象的场景位置,当确定目标倍率为8倍时,通过倍率提示控件显示当前倍率为8倍。玩家可以触发开镜操作,计算机设备响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以目标倍率8倍开启,以呈现所述虚拟瞄具以目标倍率8倍针对目标虚拟对象的场景位置观察到的视野画面。
为了可以更加快捷进行倍率确定,可以优先将处于受控虚拟角色的预设范围内最近、或者位于受控虚拟角色的朝向的虚拟对象的场景位置,作为目标场景位置,所述方法还包括:
当检测到所述受控虚拟对象在所述虚拟场景中对应的预设范围内,存在至少一个虚拟对象时,基于所述虚拟射击道具的当前朝向、和/或各虚拟对象与所述受控虚拟对象的相对距离,确定目标虚拟对象;
将所述目标虚拟对象的场景位置,作为目标场景位置。
例如,可以以受控虚拟对象为中心确定一个预设范围,判断该预设范围内是否存在多个虚拟对象,若是,则根据虚拟射击道具的当前朝向和/或各虚拟对象与所述受控虚拟对象的相对距离,确定目标虚拟对象。例如,可以将以虚拟射击道具的当前朝向的直线距离上距离受控虚拟对象最近的虚拟对象作为目标虚拟对象,或者,将预设范围内距离受控虚拟对象最近的虚拟对象作为目标虚拟对象。
为了更加准确的确定虚拟瞄具的倍率,在自动确定目标倍率时,除了根据相对距离,还可以一并参考目标虚拟对象的对象属性、和/或所述虚拟场景的场景属性以确定目标倍率。具体的,步骤“所述基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率”,包括:
获取至少一种辅助参考信息,其中,所述辅助参考信息包括所述目标虚拟对象的对象属性、和/或所述虚拟场景的场景属性;
基于所述当前位置和所述目标场景位置确定的相对距离、和所述辅助参考信息,确定所述虚拟瞄具提供的倍率范围中的目标倍率。
其中,目标虚拟对象的对象属性可以为体积大小、生命值、攻击力等属性,虚拟场景的场景属性可以为天气、地形、或建筑类型等属性。具体的,可以根据瞄准的对象的体积大小确定目标倍率,例如游戏对象的体积越小、则相同距离下体积小的游戏对象的目标倍率要更大一些;或者,相同距离下针对游戏载具的目标倍率要小于对游戏对象的瞄准倍率。可以根据虚拟场景的当前环境确定目标倍率,例如,相同距离下晴朗天气的目标倍率比雨雾天气的目标倍率稍小一些。
在一实施例中,在自动确定目标倍率后,若虚拟射击道具发生切换,则根据切换前后的两个虚拟射击道具装备的虚拟瞄具确定是否继续沿用切换前的虚拟射击道具装备的虚拟瞄具的目标倍率,具体的,步骤“在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率之后”,还包括:
响应于虚拟射击道具的切换指令,确定切换后的虚拟射击道具;
若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围满足预设相似条件,所述切换后的虚拟射击道具的虚拟瞄具的目标倍率、沿用所述切换前的虚拟射击道具对应的目标倍率;
若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围不满足预设相似条件,取所述第二倍率调整范围中的指定倍率,作为所述切换后的虚拟射击道具的虚拟瞄具的目标倍率。
具体的,自动确定的目标倍率可以为六倍,切换前的虚拟射击道具装备的虚拟瞄具为六倍虚拟瞄具,此时,若切换后的虚拟射击道具装备的虚拟瞄具为八倍虚拟瞄具,也即满足预设相似条件(第一倍率调整范围和第二倍率调整范围重合或第二倍率调整范围包含第一倍率调整范围),切换后的虚拟射击道具的虚拟瞄具的目标倍率、沿用切换前的虚拟射击道具对应的目标倍率,也即切换后的虚拟射击道具的虚拟瞄具的目标倍率也设置为六倍。若切换后的虚拟射击道具装备的虚拟瞄具为四倍虚拟瞄具,也即不满足预设相似条件,则取所述第二倍率调整范围中的指定倍率,作为所述切换后的虚拟射击道具的虚拟瞄具的目标倍率,例如切换后的虚拟射击道具的虚拟瞄具的指定倍率可以为二倍,也即切换后的虚拟射击道具的虚拟瞄具的目标倍率也设置为二倍。
可选的,所述方法还包括:
若所述虚拟射击道具装备所述虚拟瞄具的瞄具类型为指定瞄具类型,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
可选的,所述方法还包括:
若所述虚拟射击道具未装备有虚拟倍镜,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
在一实施例中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一倍率调整模式和第二倍率调整模式下切换;
在所述第一倍率调整模式下,所述图形用户界面包括开镜控件以及倍率提示控件,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第一目标倍率开启,所述第一目标倍率为基于所述当前位置和所述目标场景位置在所述虚拟瞄具提供的倍率范围中确定的倍率;
在所述第二倍率调整模式下,所述图形用户界面包括开镜控件、倍率提示控件以及倍率调整控件,所述倍率调整控件用于接收到调整操作后确定第二目标倍率,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第二目标倍率开启;
在确定所述虚拟场景中所述受控虚拟对象关注的目标场景位置之前,所述方法还包括:
响应于所述虚拟瞄具的瞄具类型为预设瞄具类型,控制所述受控虚拟对象进入预设的倍率调整模式,其中,所述预设的倍率调整模式为所述第一倍率调整模式或所述第二倍率调整模式。
例如,预设瞄具类型可以为高倍率虚拟瞄具,其中,高倍率虚拟瞄具可以为最大倍率高于2倍的虚拟瞄具,具体的,虚拟射击道具可以装备了倍率范围为1.5倍至8倍(即八倍镜)的高倍率虚拟瞄具,则控制所述受控虚拟对象进入预设的倍率调整模式,其中,预设的倍率调整模式为所述第一倍率调整模式或所述第二倍率调整模式,优选的,将预设倍率调整模式设置为第一倍率调整模式。
进一步的,受控虚拟对象在手持虚拟射击道具(且虚拟射击道具装备有虚拟瞄具)后,图形用户界面上的中心点出会出现准星。当玩家执行开镜操作时,将改变游戏画面,使游戏画面的游戏视野从常规的第一人称视角或第三人称视角转换为一个放大后的第一人称视角或第三人称视角,具体会根据虚拟射击道具中的虚拟瞄具的倍率来调整瞄准视野,具体可以根据实际瞄准的目标场景位置确定一个目标倍率,从而增强玩家的观察视野,这个倍率决定了玩家看到的游戏画面相对于正常视野的放大程度。计算机设备响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启,以呈现所述虚拟瞄具以所述目标倍率针对所述目标场景位置观察到的视野画面。
其中,第二目标倍率可以为虚拟瞄具的默认倍率、历史使用倍率、或对倍率调整控件进行调整操作后确定的目标倍率。例如,为八倍虚拟瞄具设置的默认倍率为四倍,则第二目标倍率可以为四倍;又或者,玩家在上一次使用八倍虚拟瞄具使设置的倍率为六倍,则第二目标倍率可以为六倍;又例如,玩家当前使用八倍虚拟瞄具,玩家通过倍率调整控件进行调整操作后确定的目标倍率为八倍,则第二目标倍率可以为八倍。
例如,请参阅图5,在所述第一倍率调整模式下,所述图形用户界面包括开镜控件以及倍率提示控件,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第一目标倍率开启,所述第一目标倍率为基于所述当前位置和所述目标场景位置在所述虚拟瞄具提供的倍率范围中确定的倍率。具体的,模式切换控件包括第一切换控件“自动”和第二切换控件“关”,当第一切换控件“自动”被选中时,则设置当前倍率调整模式为第一倍率调整模式,当第二切换控件“关”被选中时,则设置当前倍率调整模式为第二倍率调整模式。
又例如,请参阅图6,在所述第二倍率调整模式下,所述图形用户界面包括开镜控件、倍率提示控件以及倍率调整控件,所述倍率调整控件用于接收到调整操作后确定第二目标倍率,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第二目标倍率开启。
在一实施例中,所述预设的倍率调整模式为所述第一倍率调整模式;步骤“在控制所述受控虚拟对象进入预设的倍率调整模式之后”,所述方法还包括:
在处于所述第一倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第一倍率调整模式为所述第二倍率调整模式,并在所述第二倍率调整模式下提供可操作的倍率调整控件。
在另一实施例中,所述预设的倍率调整模式为所述第二倍率调整模式;步骤“在控制所述受控虚拟对象进入预设的倍率调整模式之后”,所述方法还包括:
在处于所述第二倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第二倍率调整模式为所述第一倍率调整模式,在所述第一倍率调整模式下,所述倍率调整控件不可操作或不显示。
可选的,在所述第一倍率调整模式和所述第二倍率调整模式下,所述开镜控件的显示样式不同,其中,所述开镜控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第一倍率调整模式或所述第二倍率调整模式。
在一具体实施例中,所述方法还包括:
在处于所述第二倍率调整模式下时,响应于针对所述倍率调整控件的调整操作,基于所述调整操作确定目标倍率。
进一步的,步骤“所述响应于针对所述倍率调整控件的调整操作,基于所述调整操作确定目标倍率”,包括:
响应于在所述倍率调整控件上的滑动操作,基于所述滑动操作结束时、所述倍率调整控件中指示的倍率信息确定目标倍率。
具体的,所述倍率调整控件提供一设置区域;步骤“所述响应于在所述倍率调整控件上的滑动操作,基于所述滑动操作结束时、所述倍率调整控件中指示的倍率信息确定目标倍率”,包括:
响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;
基于所述目标显示位置对应的倍率信息确定目标倍率。
具体的,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述虚拟瞄具的目标倍率。
进一步的,在对所述倍率调整控件执行滑动操作的过程中,对应于所述倍率调整控件还显示有倍率提示标识,所述倍率提示标识用于指示所述过程中实时选择的倍率的数值。
可选的,不同的虚拟瞄具对应的倍率范围不同,所述倍率调整控件的显示样式基于所述倍率范围确定。
可选的,所述倍率调整控件附近还显示有第一倍率标识和第二倍率标识,所述第一倍率标识和所述第二倍率标识用于指示所述倍率范围的两个范围端点值。
例如,请参阅图7,倍率调整控件包括滑轨以及滑轨上显示的滑块,所述滑块在所述滑轨上的位置用于指示所述虚拟瞄具的目标倍率,滑块一侧显示有倍率提示标识“3.5X”,用于指示所述过程中实时选择的倍率的数值为3.5倍;倍率调整控件附近还显示有第一倍率标识“8X”和第二倍率标识“1.5X”,第一倍率标识“8X”指示所述虚拟瞄具的最大倍率8倍,第二倍率标识“1.5X”指示所述虚拟瞄具的最小倍率1.5倍。
在本公开实施例中,若玩家开启了自动瞄准,则开镜时可以根据目标场景位置与当前位置之间的相对距离自动调整合适的倍率;若玩家关闭了自动瞄准,则可以通过点击倍率调整控件来在开镜前提前设置开镜时想要使用的倍率。
综上所述,本公开实施例提供了一种游戏交互方法,通过根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;然后,获取所述受控虚拟对象在所述虚拟场景中的当前位置;最后,根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。本公开实施例可以向玩家提供智能调节开镜倍率的方法,根据玩家的实际对战情况快速进行开镜倍率的调整操作,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
可选的,本公开实施例还提供了一种游戏界面,该游戏界面可以如图8所示,游戏界面上可以显示至少部分游戏场景和若干控件,图8只是对游戏界面上界面元素的示例说明,游戏界面还可以包括除了图8所示的界面元素之外的界面元素,以下对图8所示的游戏界面中的界面元素进行详细说明。
1001控件表示开火控件(即射击控件),其用于控制受控虚拟角色开火,1002控件表示左探头控件,其用于控制受控虚拟角色在虚拟枪械的左侧探头,1003控件表示右探头控件,其用于控制受控虚拟角色在虚拟枪械的右侧探头,1004表示取消投掷物控件,其用于取消投掷物的投掷。
1005a表示操作点,1005b表示第一控制区域,1005c表示位于第一控制区域外围的第二控制,第一控制区域、第二控制区域以及操作点可以组成虚拟摇杆,虚拟摇杆用于控制受控虚拟角色移动的速度,玩家可通过拖动操作点至第一控制区域和/或第二控制区域上,从而控制目标受控虚拟角色以不同的速度进行移动。
1006表示医疗物资控件,用于触发终端设备显示受控虚拟角色具备的医疗物资,1007表示主武器栏,用于显示受控虚拟角色的主武器,1008表示副武器栏,用于显示受控虚拟角色的副武器,1009表示生命条,其用于显示受控虚拟角色的当前的生命值,10010表示投掷物控件,其用于控制受控虚拟角色在虚拟场景中投放投掷物。
10011表示头盔控件,其用于指示受控虚拟角色的头盔状态,比如,佩戴有头盔、头盔的破损情况、未佩戴头盔等,10012表示护甲控件,其用于指示受控虚拟角色的护甲状态,比如,穿戴有护甲、护甲的破损情况、未穿戴护甲等,10013表示饥饿状态控件,其用于指示受控虚拟角色的水分和能量状态,10014表示探测提示控件,其用于设置探测道具,10015表示射击模式控件,其用于切换自动射击模式和半自动射击模式,10016表示近战武器控件,其用于控制近战武器。10017表示手枪控件,其用于控制手枪,10018表示换弹控件,其用于控制受控虚拟角色更换子弹,10019表示蹲下控件,其用于控制受控虚拟角色执行蹲下动作。
10020表示趴下控件,其用于控制受控虚拟角色执行趴下动作,10021表示跳跃控件,其用于控制受控虚拟角色执行跳跃动作,10022表示倍率切换控件,其用于对瞄准镜的倍率进行切换,10023表示瞄准控件(即开镜控件),其用于控制瞄准镜进行瞄准,10024表示外界求救控件,其用于向局外大厅玩家和/或好友求救,10025表示附近求救控件,其用于向局内的玩家求救,10026表示检视控件,其用于对武器进行检视,10027表示设置控件,其用于设置第一控制区域和/或第二控制区域,10028表示救援控件,其用于救援其他玩家,10029表示技能控件,其用于设置技能的持续时间。
10030表示宠物控制控件,其用于放出受控虚拟角色的宠物,10031表示专注技能控件,其用于释放专注技能,10032表示标记控件,其用于在游戏场景中标记位置,当受控虚拟角色远离标记位置时,玩家可以获知受控虚拟角色与标记位置的距离,10033表示聊天控件,其用于在游戏对局内发送和接收消息,10034表示喇叭控件,其用于播放游戏对局内的声音,10035表示话筒控件,其用于采集玩家的声音,10036表示游戏设置控件,其用于设置游戏对局内的相关配置,10037表示动作控件,其用于控制受控虚拟角色的相关动作,10038表示手电筒,用于控制虚拟受控角色在游戏场景中使用手电筒,10039表示可拾取物资。
10040表示风暴进度条,用于指示风暴侵袭游戏场景的进度。10050表示方位指示器,用于指示受控虚拟角色的朝向或者受控虚拟角色与预设位置的方位等信息。
本实施例还提供一种游戏交互装置,该游戏交互装置具体可以集成在终端设备中。例如,如图9所示,该游戏交互装置可以包括:
第一确定单元201,被配置为执行根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;
获取单元202,被配置为执行获取所述受控虚拟对象在所述虚拟场景中的当前位置;
第二确定单元203,被配置为执行根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于针对虚拟射击道具的装备操作指令,控制所述受控虚拟对象装备所述虚拟射击道具,并确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于针对虚拟瞄具的装备操作指令,控制所述虚拟射击道具装备所述虚拟瞄具;
所述根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率,包括:
基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启,以呈现所述虚拟瞄具以所述目标倍率针对所述目标场景位置观察到的视野画面。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于针对所述虚拟瞄具的开镜指令,根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
获取所述受控虚拟对象装备的虚拟射击道具的当前位置;
基于所述虚拟射击道具和所述目标场景位置,确定所述受控虚拟对象在开镜时使用的倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于所述当前位置和所述目标场景位置之间的相对位置信息发生变化,且变化后的相对位置信息满足预设倍率调整条件,根据所述变化后的相对位置信息确定所述虚拟瞄具提供的倍率范围中的新的目标倍率,并将所述新的目标倍率设置为所述受控虚拟对象在开镜时使用的倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于所述目标场景位置中存在预设类型的虚拟对象,获取所述虚拟对象和所述虚拟瞄具的相对方位信息;
基于所述虚拟对象和所述虚拟瞄具的相对方位信息,调整所述目标倍率,并设置所述虚拟瞄具使用调整后的目标倍率,以呈现所述虚拟瞄具以所述调整后的目标倍率针对所述目标场景位置观察到的视野画面。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
将所述倍率提示控件显示的倍率更新为所述目标倍率,以提示所述受控虚拟对象在开镜时使用的倍率为所述目标倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
获取所述虚拟瞄具的倍率范围、以及对应的预设距离范围;
若所述当前位置和所述目标场景位置之间的相对距离,位于所述预设距离范围内,则基于所述相对距离以及倍率确定逻辑,从所述倍率范围内确定目标倍率;
若所述相对距离大于所述预设距离范围的最大值,则确定所述倍率范围的最大倍率作为目标倍率;
若所述相对距离小于所述预设距离范围的最小值,则确定所述倍率范围的最小倍率作为目标倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
确定所述虚拟射击道具的准星瞄准的目标虚拟对象的场景位置,作为目标场景位置。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
当检测到所述受控虚拟对象在所述虚拟场景中对应的预设范围内,存在至少一个虚拟对象时,基于所述虚拟射击道具的当前朝向、和/或各虚拟对象与所述受控虚拟对象的相对距离,确定目标虚拟对象;
将所述目标虚拟对象的场景位置,作为目标场景位置。
在一些实施例中,该游戏交互装置包括处理子单元,用于:
获取至少一种辅助参考信息,其中,所述辅助参考信息包括所述目标虚拟对象的对象属性、和/或所述虚拟场景的场景属性;
基于所述当前位置和所述目标场景位置确定的相对距离、和所述辅助参考信息,确定所述虚拟瞄具提供的倍率范围中的目标倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于虚拟射击道具的切换指令,确定切换后的虚拟射击道具;
若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围满足预设相似条件,所述切换后的虚拟射击道具的虚拟瞄具的目标倍率、沿用所述切换前的虚拟射击道具对应的目标倍率;
若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围不满足预设相似条件,取所述第二倍率调整范围中的指定倍率,作为所述切换后的虚拟射击道具的虚拟瞄具的目标倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
若所述虚拟射击道具装备所述虚拟瞄具的瞄具类型为指定瞄具类型,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
若所述虚拟射击道具未装备有虚拟倍镜,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于所述虚拟瞄具的瞄具类型为预设瞄具类型,控制所述受控虚拟对象进入预设的倍率调整模式,其中,所述预设的倍率调整模式为所述第一倍率调整模式或所述第二倍率调整模式。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
在处于所述第一倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第一倍率调整模式为所述第二倍率调整模式,并在所述第二倍率调整模式下提供可操作的倍率调整控件。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
在处于所述第二倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第二倍率调整模式为所述第一倍率调整模式,在所述第一倍率调整模式下,所述倍率调整控件不可操作或不显示。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
在处于所述第二倍率调整模式下时,响应于针对所述倍率调整控件的调整操作,基于所述调整操作确定目标倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于在所述倍率调整控件上的滑动操作,基于所述滑动操作结束时、所述倍率调整控件中指示的倍率信息确定目标倍率。
在一些实施例中,该游戏交互装置包括处理子单元,被配置为执行:
响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;
基于所述目标显示位置对应的倍率信息确定目标倍率。
本公开实施例公开了一种游戏交互装置,通过第一确定单元201根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;获取单元202获取所述受控虚拟对象在所述虚拟场景中的当前位置;第二确定单元203根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。本公开实施例可以向玩家提供智能调节开镜倍率的方法,根据玩家的实际对战情况快速进行开镜倍率的调整操作,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
相应的,本公开实施例还提供一种电子设备,该电子设备可以为终端,该终端可以为智能手机、平板电脑、笔记本电脑、触控屏幕、游戏机、个人计算机(PC,Personal Computer)、个人数字助理(Personal Digital Assistant,PDA)等终端设备。或者,电子设备可以为服务器。
如图10所示,图10为本公开实施例提供的电子设备的结构示意图。该电子设备300包括有一个或者一个以上处理核心的处理器301、有一个或一个以上计算机可读存储介质的存储器302及存储在存储器302上并可在处理器上运行的计算机程序。其中,处理器301与存储器302电性连接。本领域技术人员可以理解,图中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
处理器301是电子设备300的控制中心,利用各种接口和线路连接整个电子设备300的各个部分,通过运行或加载存储在存储器302内的软件程序和/或单元,以及调用存储在存储器302内的数据,执行电子设备300的各种功能和处理数据,从而对电子设备300进行整体监控。处理器301可以是中央处理器CPU、图形处理器GPU、网络处理器(Network Processor,NP)等,可以实现或者执行本公开实施例中公开的各方法、步骤及逻辑框图。
在本公开实施例中,电子设备300中的处理器301会按照如下的步骤,将一个或一个以上的应用程序的进程对应的指令加载到存储器302中,并由处理器301来运行存储在存储器302中的应用程序,从而实现各种功能,例如:
根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;
获取所述受控虚拟对象在所述虚拟场景中的当前位置;
根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。
在一实施例中,所述根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置,包括:
响应于针对虚拟射击道具的装备操作指令,控制所述受控虚拟对象装备所述虚拟射击道具,并确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置。
在一实施例中,在控制所述受控虚拟对象装备所述虚拟射击道具之后,还包括:
响应于针对虚拟瞄具的装备操作指令,控制所述虚拟射击道具装备所述虚拟瞄具;
所述根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率,包括:
基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率。
在一实施例中,在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率之后,还包括:
响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启,以呈现所述虚拟瞄具以所述目标倍率针对所述目标场景位置观察到的视野画面。
在一实施例中,所述根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置,包括:
响应于针对所述虚拟瞄具的开镜指令,根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置。
在一实施例中,所述根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率,包括:
获取所述受控虚拟对象装备的虚拟射击道具的当前位置;
基于所述虚拟射击道具和所述目标场景位置,确定所述受控虚拟对象在开镜时使用的倍率。
在一实施例中,在响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启之后,还包括:
响应于所述当前位置和所述目标场景位置之间的相对位置信息发生变化,且变化后的相对位置信息满足预设倍率调整条件,根据所述变化后的相对位置信息确定所述虚拟瞄具提供的倍率范围中的新的目标倍率,并将所述新的目标倍率设置为所述受控虚拟对象在开镜时使用的倍率。
在一实施例中,在响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启之后,还包括:
响应于所述目标场景位置中存在预设类型的虚拟对象,获取所述虚拟对象和所述虚拟瞄具的相对方位信息;
基于所述虚拟对象和所述虚拟瞄具的相对方位信息,调整所述目标倍率,并设置所述虚拟瞄具使用调整后的目标倍率,以呈现所述虚拟瞄具以所述调整后的目标倍率针对所述目标场景位置观察到的视野画面。
在一实施例中,所述图形用户界面还包括倍率提示控件,所述倍率提示控件至少用于在所述虚拟瞄具开镜之前,提示所述虚拟瞄具在开镜时使用的倍率;
在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率之后,还包括:
将所述倍率提示控件显示的倍率更新为所述目标倍率,以提示所述受控虚拟对象在开镜时使用的倍率为所述目标倍率。
在一实施例中,所述倍率提示控件还显示第一倍率和第二倍率,其中,所述第一倍率和所述第二倍率分别为所述虚拟瞄具提供的倍率范围的最大倍率和最小倍率。
在一实施例中,所述基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,包括:
获取所述虚拟瞄具的倍率范围、以及对应的预设距离范围;
若所述当前位置和所述目标场景位置之间的相对距离,位于所述预设距离范围内,则基于所述相对距离以及倍率确定逻辑,从所述倍率范围内确定目标倍率;
若所述相对距离大于所述预设距离范围的最大值,则确定所述倍率范围的最大倍率作为目标倍率;
若所述相对距离小于所述预设距离范围的最小值,则确定所述倍率范围的最小倍率作为目标倍率。
在一实施例中,所述确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置,包括:
确定所述虚拟射击道具的准星瞄准的目标虚拟对象的场景位置,作为目标场景位置。
在一实施例中,所述方法还包括:
当检测到所述受控虚拟对象在所述虚拟场景中对应的预设范围内,存在至少一个虚拟对象时,基于所述虚拟射击道具的当前朝向、和/或各虚拟对象与所述受控虚拟对象的相对距离,确定目标虚拟对象;
将所述目标虚拟对象的场景位置,作为目标场景位置。
在一实施例中,所述基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,包括:
获取至少一种辅助参考信息,其中,所述辅助参考信息包括所述目标虚拟对象的对象属性、和/或所述虚拟场景的场景属性;
基于所述当前位置和所述目标场景位置确定的相对距离、和所述辅助参考信息,确定所述虚拟瞄具提供的倍率范围中的目标倍率。
在一实施例中,在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率之后,还包括:
响应于虚拟射击道具的切换指令,确定切换后的虚拟射击道具;
若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围满足预设相似条件,所述切换后的虚拟射击道具的虚拟瞄具的目标倍率、沿用所述切换前的虚拟射击道具对应的目标倍率;
若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围不满足预设相似条件,取所述第二倍率调整范围中的指定倍率,作为所述切换后的虚拟射击道具的虚拟瞄具的目标倍率。
在一实施例中,所述方法还包括:
若所述虚拟射击道具装备所述虚拟瞄具的瞄具类型为指定瞄具类型,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
在一实施例中,所述方法还包括:
若所述虚拟射击道具未装备有虚拟倍镜,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
在一实施例中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一倍率调整模式和第二倍率调整模式下切换;
在所述第一倍率调整模式下,所述图形用户界面包括开镜控件以及倍率提示控件,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第一目标倍率开启,所述第一目标倍率为基于所述当前位置和所述目标场景位置在所述虚拟瞄具提供的倍率范围中确定的倍率;
在所述第二倍率调整模式下,所述图形用户界面包括开镜控件、倍率提示控件以及倍率调整控件,所述倍率调整控件用于接收到调整操作后确定第二目标倍率,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第二目标倍率开启;
在确定所述虚拟场景中所述受控虚拟对象关注的目标场景位置之前,所述方法还包括:
响应于所述虚拟瞄具的瞄具类型为预设瞄具类型,控制所述受控虚拟对象进入预设的倍率调整模式,其中,所述预设的倍率调整模式为所述第一倍率调整模式或所述第二倍率调整模式。
在一实施例中,所述预设的倍率调整模式为所述第一倍率调整模式;
在控制所述受控虚拟对象进入预设的倍率调整模式之后,所述方法还包括:
在处于所述第一倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第一倍率调整模式为所述第二倍率调整模式,并在所述第二倍率调整模式下提供可操作的倍率调整控件。
在一实施例中,所述预设的倍率调整模式为所述第二倍率调整模式;
在控制所述受控虚拟对象进入预设的倍率调整模式之后,所述方法还包括:
在处于所述第二倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第二倍率调整模式为所述第一倍率调整模式,在所述第一倍率调整模式下,所述倍率调整控件不可操作或不显示。
在一实施例中,在所述第一倍率调整模式和所述第二倍率调整模式下,所述开镜控件的显示样式不同,其中,所述开镜控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第一倍率调整模式或所述第二倍率调整模式。
在一实施例中,所述方法还包括:
在处于所述第二倍率调整模式下时,响应于针对所述倍率调整控件的调整操作,基于所述调整操作确定目标倍率。
在一实施例中,所述响应于针对所述倍率调整控件的调整操作,基于所述调整操作确定目标倍率,包括:
响应于在所述倍率调整控件上的滑动操作,基于所述滑动操作结束时、所述倍率调整控件中指示的倍率信息确定目标倍率。
在一实施例中,所述倍率调整控件提供一设置区域;
所述响应于在所述倍率调整控件上的滑动操作,基于所述滑动操作结束时、所述倍率调整控件中指示的倍率信息确定目标倍率,包括:
响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;
基于所述目标显示位置对应的倍率信息确定目标倍率。
在一实施例中,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述虚拟瞄具的目标倍率。
在一实施例中,在对所述倍率调整控件执行滑动操作的过程中,对应于所述倍率调整控件还显示有倍率提示标识,所述倍率提示标识用于指示所述过程中实时选择的倍率的数值。
在一实施例中,不同的虚拟瞄具对应的倍率范围不同,所述倍率调整控件的显示样式基于所述倍率范围确定。
在一实施例中,所述倍率调整控件附近还显示有第一倍率标识和第二倍率标识,所述第一倍率标识和所述第二倍率标识用于指示所述倍率范围的两个范围端点值。
本公开实施例提供的电子设备,可以通过根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;然后,获取所述受控虚拟对象在所述虚拟场景中的当前位置;最后,根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。本公开实施例可以向玩家提供智能调节开镜倍率的方法,根据玩家的实际对战情况快速进行开镜倍率的调整操作,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
可选的,如图10所示,电子设备300还包括:触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307。其中,处理器301分别与触控显示屏303、射频电路304、音频电路305、输入单元306以及电源307电性连接。本领域技术人员可以理解,图10中示出的电子设备结构并不构成对电子设备的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
触控显示屏303可用于显示图形用户界面以及接收用户作用于图形用户界面产生的操作指令。触控显示屏303可以包括显示面板和触控面板。其中,显示面板可用于显示由用户输入的信息或提供给用户的信息以及电子设备的各种图形用户接口,这些图形用户接口可以由图形、文本、图标、视频和其任意组合来构成。可选的,可以采用液晶显示器(LCD,Liquid Crystal Display)、有机发光二极管(OLED,Organic Light-Emitting Diode)等形式来配置显示面板。触控面板可用于收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板上或在触控面板附近的操作),并生成相应的操作指令,且操作指令执行对应程序。可选的,触控面板可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器301,并能接收处理器301发来的命令并加以执行。触控面板可覆盖显示面板,当触控面板检测到在其上或附近的触摸操作后,传送给处理器301以确定触摸事件的类型,随后处理器301根据触摸事件的类型在显示面板上提供相应的视觉输出。在本公开实施例中,可以将触控面板与显示面板集成到触控显示屏303而实现输入和输出功能。但是在某些实施例中,触控面板与触控面板可以作为两个独立的部件来实现输入和输出功能。即触控显示屏303也可以作为输入单元306的一部分实现输入功能。
射频电路304可用于收发射频信号,以通过无线通信与网络设备或其他电子设备建立无线通讯,与网络设备或其他电子设备之间收发信号。
音频电路305可以用于通过扬声器、传声器提供用户与电子设备之间的音频接口。音频电路305可将接收到的音频数据转换后的电信号,传输到扬声器,由扬声器转换为声音信号输出;另一方面,传声器将收集的声音信号转换为电信号,由音频电路305接收后转换为音频数据,再将音频数据输出处理器301处理后,经射频电路304以发送给比如另一电子设备,或者将音频数据输出至存储器302以便进一步处理。音频电路305还可能包括耳塞插孔,以提供外设耳机与电子设备的通信。
输入单元306可用于接收输入的数字、字符信息或用户特征信息(例如指纹、虹膜、面部信息等),以及产生与用户设置以及功能控制有关的键盘、鼠标、操作杆、光学或者轨迹球信号输入。
电源307用于给电子设备300的各个部件供电。可选的,电源307可以通过电源管理系统与处理器301逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。电源307还可以包括一个或一个以上的直流或交流电源、再充电系统、电源故障检测电路、电源转换器或者逆变器、电源状态指示器等任意组件。
尽管图10中未示出,电子设备300还可以包括摄像头、传感器、无线保真模块、蓝牙模块等,在此不再赘述。
在上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
本领域普通技术人员可以理解,上述实施例的各种方法中的全部或部分步骤可以通过指令来完成,或通过指令控制相关的硬件来完成,该指令可以存储于一计算机可读存储介质中,并由处理器进行加载和执行。
为此,本公开实施例提供一种计算机可读存储介质,其中存储有多条计算机程序,该计算机程序能够被处理器进行加载,以执行本公开实施例所提供的任一种游戏交互方法。该计算机程序可以执行如下游戏交互方法的步骤:
根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;
获取所述受控虚拟对象在所述虚拟场景中的当前位置;
根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。
由于该存储介质中所存储的计算机程序,通过根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;然后,获取所述受控虚拟对象在所述虚拟场景中的当前位置;最后,根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。本公开实施例可以向玩家提供智能调节开镜倍率的方法,根据玩家的实际对战情况快速进行开镜倍率的调整操作,可以根据玩家的实际游戏操作需求对开镜倍率进行智能化调整,提升玩家的射击体验,确保玩家在游戏对局中战斗体验的流畅性,从而提高游戏交互效率;同时,降低硬件设备的响应频率,有助于节约硬件设备的计算资源。
以上各个操作的具体实施可参见前面的实施例,在此不再赘述。
其中,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、磁盘或光盘等。
由于该计算机可读存储介质中所存储的计算机程序,可以执行本公开实施例所提供的任一种游戏交互方法,因此,可以实现本公开实施例所提供的任一种游戏交互方法所能实现的有益效果,详见前面的实施例,在此不再赘述。
根据本公开的一个方面,还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。电子设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该电子设备执行上述实施例中的各种可选实现方式中提供的方法。
在上述游戏交互装置、计算机可读存储介质、电子设备、计算机程序产品实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的游戏交互装置、计算机可读存储介质、计算机程序产品、电子设备及其相应单元的具体工作过程及可带来的有益效果,可以参考如上实施例中游戏交互方法的说明,具体在此不再赘述。
以上对本公开实施例所提供的一种游戏交互方法、装置、电子设备、计算机可读存储介质以及计算机程序产品进行了详细介绍,本文中应用了具体个例对本公开的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本公开的方法及其核心思想;同时,对于本领域的技术人员,依据本公开的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本公开的限制。
Claims (31)
- 一种游戏交互方法,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、以及位于所述虚拟场景中由所述终端设备控制操作的受控虚拟对象,所述方法包括:根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;获取所述受控虚拟对象在所述虚拟场景中的当前位置;根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。
- 根据权利要求1所述的方法,其中,所述根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置,包括:响应于针对虚拟射击道具的装备操作指令,控制所述受控虚拟对象装备所述虚拟射击道具,并确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置。
- 根据权利要求2所述的方法,其中,在控制所述受控虚拟对象装备所述虚拟射击道具之后,还包括:响应于针对虚拟瞄具的装备操作指令,控制所述虚拟射击道具装备所述虚拟瞄具;所述根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率,包括:基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率。
- 根据权利要求3所述的方法,其中,在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率之后,还包括:响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启,以呈现所述虚拟瞄具以所述目标倍率针对所述目标场景位置观察到的视野画面。
- 根据权利要求3所述的方法,其中,所述根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置,包括:响应于针对所述虚拟瞄具的开镜指令,根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置。
- 根据权利要求2所述的方法,其中,所述根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率,包括:获取所述受控虚拟对象装备的虚拟射击道具的当前位置;基于所述虚拟射击道具和所述目标场景位置,确定所述受控虚拟对象在开镜时使用的倍率。
- 根据权利要求4所述的方法,其中,在响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启之后,还包括:响应于所述当前位置和所述目标场景位置之间的相对位置信息发生变化,且变化后的相对位置信息满足预设倍率调整条件,根据所述变化后的相对位置信息确定所述虚拟瞄具提供的倍率范围中的新的目标倍率,并将所述新的目标倍率设置为所述受控虚拟对象在开镜时使用的倍率。
- 根据权利要求4所述的方法,其中,在响应于针对所述虚拟瞄具的开镜指令,控制所述虚拟瞄具以所述目标倍率开启之后,还包括:响应于所述目标场景位置中存在预设类型的虚拟对象,获取所述虚拟对象和所述虚拟瞄具的相对方位信息;基于所述虚拟对象和所述虚拟瞄具的相对方位信息,调整所述目标倍率,并设置所述虚拟瞄具使用调整后的目标倍率,以呈现所述虚拟瞄具以所述调整后的目标倍率针对所述目标场景位置观察到的视野画面。
- 根据权利要求3所述的方法,其中,所述图形用户界面还包括倍率提示控件,所述倍率提示控件至少用于在所述虚拟瞄具开镜之前,提示所述虚拟瞄具在开镜时使用的倍率;在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,并设置所述虚拟瞄具使用所述目标倍率之后,还包括:将所述倍率提示控件显示的倍率更新为所述目标倍率,以提示所述受控虚拟对象在开镜时使用的倍率为所述目标倍率。
- 根据权利要求9所述的方法,其中,所述倍率提示控件还显示第一倍率和第二倍率,其中,所述第一倍率和所述第二倍率分别为所述虚拟瞄具提供的倍率范围的最大倍率和最小倍率。
- 根据权利要求3所述的方法,其中,所述基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,包括:获取所述虚拟瞄具的倍率范围、以及对应的预设距离范围;若所述当前位置和所述目标场景位置之间的相对距离,位于所述预设距离范围内,则基于所述相对距离以及倍率确定逻辑,从所述倍率范围内确定目标倍率;若所述相对距离大于所述预设距离范围的最大值,则确定所述倍率范围的最大倍率作为目标倍率;若所述相对距离小于所述预设距离范围的最小值,则确定所述倍率范围的最小倍率作为目标倍率。
- 根据权利要求3所述的方法,其中,所述确定所述虚拟射击道具的准星瞄准的场景位置,作为目标场景位置,包括:确定所述虚拟射击道具的准星瞄准的目标虚拟对象的场景位置,作为目标场景位置。
- 根据权利要求3所述的方法,其中,所述方法还包括:当检测到所述受控虚拟对象在所述虚拟场景中对应的预设范围内,存在至少一个虚拟对象时,基于所述虚拟射击道具的当前朝向、和/或各虚拟对象与所述受控虚拟对象的相对距离,确定目标虚拟对象;将所述目标虚拟对象的场景位置,作为目标场景位置。
- 根据权利要求12或13任一项所述的方法,其中,所述基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率,包括:获取至少一种辅助参考信息,其中,所述辅助参考信息包括所述目标虚拟对象的对象属性、和/或所述虚拟场景的场景属性;基于所述当前位置和所述目标场景位置确定的相对距离、和所述辅助参考信息,确定所述虚拟瞄具提供的倍率范围中的目标倍率。
- 根据权利要求3所述的方法,其中,在基于所述当前位置和所述目标场景位置确定所述虚拟瞄具提供的倍率范围中的目标倍率之后,还包括:响应于虚拟射击道具的切换指令,确定切换后的虚拟射击道具;若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围满足预设相似条件,所述切换后的虚拟射击道具的虚拟瞄具的目标倍率、沿用所述切换前的虚拟射击道具对应的目标倍率;若所述切换后的虚拟射击道具装备的虚拟瞄具的第二倍率调整范围,与所述切换前的虚拟射击道具的虚拟瞄具的第一倍率调整范围不满足预设相似条件,取所述第二倍率调整范围中的指定倍率,作为所述切换后的虚拟射击道具的虚拟瞄具的目标倍率。
- 根据权利要求9所述的方法,其中,所述方法还包括:若所述虚拟射击道具装备所述虚拟瞄具的瞄具类型为指定瞄具类型,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
- 根据权利要求9所述的方法,其中,所述方法还包括:若所述虚拟射击道具未装备有虚拟倍镜,取消根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率的操作,且不在所述图形用户界面上显示所述倍率提示控件。
- 根据权利要求3所述的方法,其中,所述图形用户界面还包括模式切换控件,所述模式切换控件被配置为至少在第一倍率调整模式和第二倍率调整模式下切换;在所述第一倍率调整模式下,所述图形用户界面包括开镜控件以及倍率提示控件,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第一目标倍率开启,所述第一目标倍率为基于所述当前位置和所述目标场景位置在所述虚拟瞄具提供的倍率范围中确定的倍率;在所述第二倍率调整模式下,所述图形用户界面包括开镜控件、倍率提示控件以及倍率调整控件,所述倍率调整控件用于接收到调整操作后确定第二目标倍率,所述开镜控件用于接收触发操作后控制所述虚拟瞄具以第二目标倍率开启;在确定所述虚拟场景中所述受控虚拟对象关注的目标场景位置之前,所述方法还包括:响应于所述虚拟瞄具的瞄具类型为预设瞄具类型,控制所述受控虚拟对象进入预设的倍率调整模式,其中,所述预设的倍率调整模式为所述第一倍率调整模式或所述第二倍率调整模式。
- 根据权利要求18所述的方法,其中,所述预设的倍率调整模式为所述第一倍率调整模式;在控制所述受控虚拟对象进入预设的倍率调整模式之后,所述方法还包括:在处于所述第一倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第一倍率调整模式为所述第二倍率调整模式,并在所述第二倍率调整模式下提供可操作的倍率调整控件。
- 根据权利要求18所述的方法,其中,所述预设的倍率调整模式为所述第二倍率调整模式;在控制所述受控虚拟对象进入预设的倍率调整模式之后,所述方法还包括:在处于所述第二倍率调整模式下时,响应于针对所述模式切换控件的触发操作,将所述第二倍率调整模式为所述第一倍率调整模式,在所述第一倍率调整模式下,所述倍率调整控件不可操作或不显示。
- 根据权利要求18所述的方法,其中,在所述第一倍率调整模式和所述第二倍率调整模式下,所述开镜控件的显示样式不同,其中,所述开镜控件显示有模式提示信息,所述模式提示信息用于提示所述受控虚拟对象处于所述第一倍率调整模式或所述第二倍率调整模式。
- 根据权利要求18所述的方法,其中,所述方法还包括:在处于所述第二倍率调整模式下时,响应于针对所述倍率调整控件的调整操作,基于所述调整操作确定目标倍率。
- 根据权利要求22所述的方法,其中,所述响应于针对所述倍率调整控件的调整操作,基于所述调整操作确定目标倍率,包括:响应于在所述倍率调整控件上的滑动操作,基于所述滑动操作结束时、所述倍率调整控件中指示的倍率信息确定目标倍率。
- 根据权利要求23所述的方法,其中,所述倍率调整控件提供一设置区域;所述响应于在所述倍率调整控件上的滑动操作,基于所述滑动操作结束时、所述倍率调整控件中指示的倍率信息确定目标倍率,包括:响应于针对所述设置区域的滑动操作,确定所述滑动操作结束时在所述设置区域中的目标显示位置;基于所述目标显示位置对应的倍率信息确定目标倍率。
- 根据权利要求24所述的方法,其中,所述设置区域为滑轨,所述滑轨上显示有滑块,所述滑块在所述滑轨上的位置用于指示所述虚拟瞄具的目标倍率。
- 根据权利要求23至25任一项所述的方法,其中,在对所述倍率调整控件执行滑动操作的过程中,对应于所述倍率调整控件还显示有倍率提示标识,所述倍率提示标识用于指示所述过程中实时选择的倍率的数值。
- 根据权利要求26所述的方法,其中,不同的虚拟瞄具对应的倍率范围不同,所述倍率调整控件的显示样式基于所述倍率范围确定。
- 根据权利要求27所述的方法,其中,所述倍率调整控件附近还显示有第一倍率标识和第二倍率标识,所述第一倍率标识和所述第二倍率标识用于指示所述倍率范围的两个范围端点值。
- 一种游戏交互装置,通过终端设备提供一图形用户界面,所述图形用户界面包括至少部分虚拟场景、以及位于所述虚拟场景中由所述终端设备控制操作的受控虚拟对象,所述装置包括:第一确定单元,被配置为执行根据所述受控虚拟对象的准星在所述虚拟场景中确定目标场景位置;获取单元,被配置为执行获取所述受控虚拟对象在所述虚拟场景中的当前位置;第二确定单元,被配置为执行根据所述当前位置和所述目标场景位置确定所述受控虚拟对象在开镜时使用的倍率。
- 一种电子设备,包括处理器和存储器,所述存储器存储有多条指令;所述处理器从所述存储器中加载指令,以执行如权利要求1~28任一项所述的游戏交互方法的步骤。
- 一种计算机可读存储介质,所述计算机可读存储介质存储有多条指令,所述指令适于处理器进行加载,以执行如权利要求1~28任一项所述的游戏交互方法的步骤。
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| CN109224439A (zh) * | 2018-10-22 | 2019-01-18 | 网易(杭州)网络有限公司 | 游戏瞄准的方法及装置、存储介质、电子装置 |
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| CN116370958A (zh) * | 2023-04-10 | 2023-07-04 | 上海网之易璀璨网络科技有限公司 | 一种游戏中的射击控制方法、装置、电子设备及存储介质 |
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| CN115671732A (zh) * | 2022-11-10 | 2023-02-03 | 网易(杭州)网络有限公司 | 信息处理方法及装置、电子设备、存储介质 |
| CN116370958A (zh) * | 2023-04-10 | 2023-07-04 | 上海网之易璀璨网络科技有限公司 | 一种游戏中的射击控制方法、装置、电子设备及存储介质 |
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