CN112121424B - Shooting control method, device, equipment and storage medium - Google Patents

Shooting control method, device, equipment and storage medium Download PDF

Info

Publication number
CN112121424B
CN112121424B CN202010992047.6A CN202010992047A CN112121424B CN 112121424 B CN112121424 B CN 112121424B CN 202010992047 A CN202010992047 A CN 202010992047A CN 112121424 B CN112121424 B CN 112121424B
Authority
CN
China
Prior art keywords
firearm
animation
virtual
recoil
shooting
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.)
Active
Application number
CN202010992047.6A
Other languages
Chinese (zh)
Other versions
CN112121424A (en
Inventor
武鹏宇
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Netease Hangzhou Network Co Ltd
Original Assignee
Netease Hangzhou Network Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Netease Hangzhou Network Co Ltd filed Critical Netease Hangzhou Network Co Ltd
Priority to CN202010992047.6A priority Critical patent/CN112121424B/en
Publication of CN112121424A publication Critical patent/CN112121424A/en
Application granted granted Critical
Publication of CN112121424B publication Critical patent/CN112121424B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a shooting control method, device, equipment and storage medium, and relates to the technical field of games. The method comprises the following steps: acquiring a type of the virtual firearm in response to a firing operation for the virtual firearm; determining a first firearm recoil animation and/or a second firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm; the first firearm recoil animation is an animation of the recoil acting on the arm of the virtual character when the virtual firearm shoots; the second firearm recoil animation is an animation that the recoil when the virtual firearm shoots acts on other body parts of the virtual character except the arm; and controlling the virtual character to execute corresponding actions according to the first firearm recoil animation and/or the second firearm recoil animation. Compared with the prior art, the problems that the recoil animation of the firearm is too simple and monotonous and better hand feeling and experience cannot be brought to the player are avoided.

Description

Shooting control method, device, equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a shooting control method, device, apparatus, and storage medium.
Background
The shooting game is a competitive game which is deeply favored by people, not only can help people release pressure and relax moods, but also can improve the reaction capability and sensitivity of game players through the shooting game.
In shooting-type games, many games, particularly mobile-end platform games, employ a simple animation in terms of shooting performance to simulate the recoil of a firearm in a single shot, which animation is repeatedly played as a recoil representation of successive shots each time a game player performs a shooting action.
As each platform device performs better and players are more aesthetically pleasing, this simple, monotonic manner of presentation does not give the player a better feel and experience.
Disclosure of Invention
The invention aims to overcome the defects in the prior art, and provides a shooting control method, a shooting control device, shooting control equipment and a shooting control storage medium, so as to solve the problem that a simple and monotonous expression mode in the prior art cannot bring better hand feeling and experience to a player.
In order to achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
in a first aspect, an embodiment of the present application provides a shooting control method, including: providing a graphical user interface through a terminal device, wherein the graphical user interface comprises a game picture, the game picture comprises a virtual character and a virtual firearm controlled by the virtual character, and the method comprises the following steps:
Acquiring a type of the virtual firearm in response to a firing operation for the virtual firearm;
determining a first firearm recoil animation and/or a second firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm; wherein the first firearm recoil animation is an animation of the recoil force of the virtual firearm when shooting acts on a holding arm of the virtual character; the second firearm recoil animation is an animation that the recoil of the virtual firearm when shooting acts on other body parts of the virtual character except the arm;
and controlling the virtual character to execute corresponding actions according to the first firearm recoil animation and/or the second firearm recoil animation.
Optionally, the determining the first firearm recoil animation and/or the second firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm includes:
determining a first firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm;
determining a shooting stage of the virtual firearm according to the shooting operation, wherein the shooting stage comprises a first shooting start stage, a shooting circulation stage and a shooting end stage;
And determining a second firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm and the shooting stage of the virtual firearm at present.
Optionally, the controlling the virtual character to perform a corresponding action according to the first firearm recoil animation and/or the second firearm recoil animation includes:
determining a target animation from the first firearm recoil animation and/or the second firearm recoil animation;
and controlling the action of the virtual character to obtain the target animation.
Optionally, the determining a target animation from the first firearm recoil animation and/or the second firearm recoil animation includes:
acquiring a first mixing parameter corresponding to the first firearm recoil animation and a second mixing parameter corresponding to the second firearm recoil animation, wherein the first mixing parameter is used for representing the proportion of the first firearm recoil animation in the target animation, and the second mixing parameter is used for representing the proportion of the second firearm recoil animation in the target animation;
and determining a target animation according to the first firearm recoil animation and the first mixing parameter and the second firearm recoil animation and the second mixing parameter.
Optionally, the first mixing parameter and the second mixing parameter are determined according to at least one of the following factors:
the type of virtual firearm, the class of the virtual firearm, and the type of shooting assistance skills.
Optionally, the method further comprises:
responding to shooting operation aiming at the virtual firearm, and acquiring a virtual lens shake parameter corresponding to the shooting operation;
and controlling the shake of the virtual lens according to the shake parameters of the virtual lens.
In a second aspect, another embodiment of the present application provides a shooting control method, the method including:
in response to a selection operation for a virtual firearm, determining a type of virtual firearm selected by the selection operation;
configuring a first firearm recoil animation for controlling a virtual character of the virtual firearm in response to a first selection operation acting on an animation production panel, wherein the first firearm recoil animation is an animation of a recoil force of the virtual firearm acting on a arm of the virtual character;
configuring a second firearm recoil animation for controlling the virtual character of the virtual firearm in response to a second selection operation acting on the animation panel; wherein the second firearm recoil animation is an animation of the recoil of the virtual firearm acting on other body parts of the virtual character than the arm.
Optionally, the configuring a first firearm recoil animation for controlling a virtual character of the virtual firearm in response to a first selection operation acting on an animation panel includes:
associating a pre-made shooting state machine for the virtual character in response to a first selection operation acting on an animation panel;
configuring, by the shooting state machine, the first firearm recoil animation for the virtual character; the firing state machine is used to indicate whether the virtual firearm is firing.
Optionally, the configuring a second firearm recoil animation for controlling the virtual character of the virtual firearm in response to a second selection operation acting on the animation panel comprises:
associating a pre-made shoot attachment state machine for the virtual character in response to a second selection operation acting on the animation panel;
configuring the second firearm recoil animation for the game character model with the shooting additional state machine; the firing additional state machine is used for representing additional states after the virtual firearm fires.
In a third aspect, another embodiment of the present application provides a shooting control apparatus applied to a terminal device, and providing a graphical user interface through the terminal device, where the graphical user interface includes a game screen, and the game screen includes a virtual character, and a virtual firearm controlled by the virtual character, and the apparatus includes:
An acquisition module for acquiring a type of the virtual firearm in response to a firing operation for the virtual firearm;
the determining module is used for determining a first firearm recoil animation and/or a second firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm; wherein the first firearm recoil animation is an animation of the recoil force of the virtual firearm when shooting acts on a holding arm of the virtual character; the second firearm recoil animation is an animation that the recoil of the virtual firearm when shooting acts on other body parts of the virtual character except the arm;
and the control module is used for controlling the virtual character to execute corresponding actions according to the first firearm recoil animation and/or the second firearm recoil animation.
Optionally, the determining module is specifically configured to determine, according to the type of the virtual firearm, a first firearm recoil animation corresponding to the virtual character; determining a shooting stage of the virtual firearm according to the shooting operation, wherein the shooting stage comprises a first shooting start stage, a shooting circulation stage and a shooting end stage; and determining a second firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm and the shooting stage of the virtual firearm at present.
Optionally, the determining module is specifically configured to determine a target animation according to the first firearm recoil animation and/or the second firearm recoil animation;
the control module is specifically used for controlling the actions of the virtual roles to obtain the target animation.
Optionally, the acquiring module is specifically configured to acquire a first mixing parameter corresponding to the first firearm recoil animation and a second mixing parameter corresponding to the second firearm recoil animation, where the first mixing parameter is used to represent a proportion of the first firearm recoil animation in the target animation, and the second mixing parameter is used to represent a proportion of the second firearm recoil animation in the target animation;
the determining module is specifically configured to determine a target animation according to the first firearm recoil animation and the first mixing parameter, and the second firearm recoil animation and the second mixing parameter.
Optionally, the acquiring module is specifically configured to respond to a shooting operation for the virtual firearm, and acquire a virtual lens shake parameter corresponding to the shooting operation;
the control module is specifically configured to control the shake of the virtual lens according to the shake parameter of the virtual lens.
In a fourth aspect, another embodiment of the present application provides a shooting control apparatus, the apparatus including:
a selection module for determining, in response to a selection operation for a virtual firearm, a type of virtual firearm selected by the selection operation;
a first configuration module configured to configure a first firearm recoil animation for controlling a virtual character of the virtual firearm in response to a first selection operation acting on an animation production panel, wherein the first firearm recoil animation is an animation of a recoil of the virtual firearm acting on a arm of the virtual character;
a second configuration module for configuring a second firearm recoil animation for a virtual character controlling the virtual firearm in response to a second selection operation acting on the animation panel; wherein the second firearm recoil animation is an animation of the recoil of the virtual firearm acting on other body parts of the virtual character than the arm.
Optionally, the first configuration module is configured to associate a pre-made shooting state machine for the virtual character in response to a first selection operation acting on an animation panel; configuring, by the shooting state machine, the first firearm recoil animation for the virtual character; the firing state machine is used to indicate whether the virtual firearm is firing.
Optionally, the second configuration module is configured to associate a pre-made shooting additional state machine for the virtual character in response to a second selection operation acting on the animation panel; configuring the second firearm recoil animation for the game character model with the shooting additional state machine; the firing additional state machine is used for representing additional states after the virtual firearm fires.
In a third aspect, another embodiment of the present application provides an electronic device, including: a processor, a storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over a bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the method as described in any of the first or second aspects above.
In a fourth aspect, another embodiment of the present application provides a storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method according to any of the first or second aspects described above.
The beneficial effects of this application are: according to the shooting control method, the animation of the recoil force acting on the arm holding the virtual character and/or the animation of the recoil force acting on other body parts of the virtual character except the arm when the virtual firearm shoots can be determined according to the type of the virtual firearm performing shooting operation, and corresponding actions are executed according to the animation.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered limiting the scope, and that other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a shooting control method according to an embodiment of the present disclosure;
FIG. 2 is a flow chart of a shooting control method according to another embodiment of the present application;
FIG. 3 is a flow chart of a shooting control method according to another embodiment of the present application;
FIG. 4 is a flow chart of a shooting control method according to another embodiment of the present application;
FIG. 5 is a flow chart of a shooting control method according to another embodiment of the present application;
FIG. 6 is a flow chart of a shooting control method according to another embodiment of the present application;
FIG. 7 is a flow chart of a shooting control method according to another embodiment of the present application;
FIG. 8 is a schematic structural diagram of a shooting control apparatus according to an embodiment of the present application;
FIG. 9 is a schematic structural view of a shooting control apparatus according to another embodiment of the present invention;
fig. 10 is a schematic structural diagram of an apparatus for shooting control according to an embodiment of the present application.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments.
The components of the embodiments of the present application, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, as provided in the accompanying drawings, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present application without making any inventive effort, are intended to be within the scope of the present application.
Additionally, a flowchart, as used in this application, illustrates operations implemented in accordance with some embodiments of the present application. It should be understood that the operations of the flow diagrams may be implemented out of order and that steps without logical context may be performed in reverse order or concurrently. Moreover, one or more other operations may be added to the flow diagrams and one or more operations may be removed from the flow diagrams as directed by those skilled in the art.
An iteration method for game requirements provided in the embodiments of the present application is explained below in conjunction with a plurality of specific application examples. Fig. 1 is a flow chart of a shooting control method provided in an embodiment of the present application, which is applied to a shooting game installed in a terminal device, and provides a graphical user interface through the terminal device, where the graphical user interface includes a game screen, and the game screen is a game screen at a third view angle, that is, the game screen includes a virtual character, and a virtual firearm controlled by the virtual character, as shown in fig. 1, the method includes:
s101: the type of virtual firearm is acquired in response to a firing operation for the virtual firearm.
Wherein, because of the different calibers, braking, dead weights and the like of the virtual firearms of different types, the virtual firearms of different types can generate recoil forces of different degrees; for example, the large-caliber virtual firearm drives the movement distance of the arm holding the firearm to be raised and the muzzle to be scattered to a larger extent, and the small-caliber virtual firearm is opposite; it is therefore first necessary to determine the type of virtual firearm currently performing the firing operation.
S102: and determining a first firearm recoil animation and/or a second firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm.
The first firearm recoil animation Gun kit is an animation of a recoil acting on a arm of the virtual character when the virtual firearm shoots, namely, the virtual firearm directly acts on a part of a human body; the second firearm recoil animation Body pack is an animation of the recoil force of the virtual firearm acting on other Body parts of the virtual character except for the arm, and is a set of the series of expressions because the recoil force expression corresponding to the arm-holding part of the virtual character is expressed by the first firearm recoil force animation, but the virtual character can be expressed by Body leaning back, head lifting, center of gravity shifting and the like due to the influence of the firearm recoil force in the firing state. The other body parts except the arm may be, for example, the head, the trunk, the center of gravity, etc. of the virtual character, which is not limited in this application; the first firearm recoil animation and the second firearm recoil animation are both animations at a third person's viewing angle.
In one embodiment of the present application, weight values corresponding to the first firearm recoil animation, the second firearm recoil animation, and the standby animation (i.e., the virtual character animation itself) respectively may be determined according to different types of virtual firearms, the weight values may be, for example, floating point numbers, and a mixing ratio among the first firearm recoil animation, the second firearm recoil animation, and the standby animation is independently or uniformly controlled according to the corresponding weight values, so that the performance of the animation is affected by the fusion weights of the respective states; taking the range of 0-100 for both the first firearm recoil animation and the second firearm recoil animation as examples, the first firearm recoil animation and the second firearm recoil animation are both 0, which indicates that there is no current recoil performance, and the first firearm recoil animation and the second firearm recoil animation are both 100, which indicates that the current recoil performance is the greatest magnitude.
S103: and controlling the virtual character to execute corresponding actions according to the first firearm recoil animation and/or the second firearm recoil animation.
According to the shooting control method, the animation of the recoil force acting on the arm holding the virtual character and/or the animation of the recoil force acting on other body parts of the virtual character except the arm when the virtual firearm shoots can be determined according to the type of the virtual firearm performing shooting operation, and corresponding actions are executed according to the animation.
Optionally, on the basis of the foregoing embodiment, the embodiment of the present application may further provide a shooting control method, and an implementation process of determining the corresponding recoil animation of the virtual character according to the type of the virtual firearm in the foregoing method is described below with reference to the accompanying drawings. Fig. 2 is a flow chart of a shooting control method according to another embodiment of the present application, as shown in fig. 2, S102 may include:
S104: and determining a first firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm.
Optionally, in one embodiment of the present application, the manner of determining the first firearm recoil animation may be, for example: if the virtual firearm is a virtual firearm with an entity in reality, determining parameters such as actual kinetic energy of the virtual firearm, joules, videos of actions of people during shooting and the like according to the type of the virtual firearm, and determining corresponding recoil animation of the first firearm; if the virtual firearm is a virtual firearm designed by a game planner, the entity firearm of the comparison type in the display can be referred to adjust the corresponding first firearm recoil animation of the virtual firearm; the influence of different virtual firearms on the animation effect of the arm is different, and the specific determination mode of the recoil animation of the first firearm can be flexibly adjusted according to the needs of the user, which is not limited by the above embodiment.
S105: and determining the current shooting stage of the virtual firearm according to the shooting operation.
Illustratively, in one embodiment of the present application, the shooting phase may include: a first firing start phase, a firing cycle phase, and a firing end phase. The first shooting start phase is a first gun phase of shooting start, the shooting circulation phase is a circulation phase corresponding to the virtual character when continuously shooting, and the shooting end phase is an end phase corresponding to the virtual character after stopping shooting.
S106: and determining a second firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm and the shooting stage of the virtual firearm.
Alternatively, since different firing phases may correspond to different second firearm recoil animations, the second firearm recoil animations need to be determined based on the type of virtual firearm and the current firing phase, as illustrated: in the initial stage of the first shooting, the recoil generated by the first gun is usually strong in performance, so that the corresponding second gun recoil animation is separated independently, and the corresponding second gun recoil animation is a virtual animation with strong virtual character performance; in the shooting cycle stage, as the body of the virtual character can adapt to the recoil of the firearm when the virtual character continuously shoots and counteract the recoil of the firearm in a mode of applying force to the body, the corresponding recoil animation of the second firearm in the stage can keep the body of the virtual character in a relatively stable state; and the second firearm recoil animation corresponding to the shooting ending stage is a transition action of the virtual character to return to the initial state (neutral state) after stopping shooting.
Through corresponding different second firearm recoil animations to different shooting stages, the performance of the corresponding whole virtual character is finer and smoother in the shooting process of the virtual character, and therefore the game hand feeling and the game experience of a game player are further improved.
Optionally, on the basis of the above embodiment, the embodiment of the present application may further provide a shooting control method, and an implementation procedure of controlling the virtual character to perform a corresponding action according to the recoil animation in the method is described below with reference to the accompanying drawings. Fig. 3 is a flow chart of a shooting control method according to another embodiment of the present application, as shown in fig. 3, S103 may include:
s107: the target animation is determined from the first firearm recoil animation and/or the second firearm recoil animation.
Optionally, in one embodiment of the present application, a first mixing parameter corresponding to the first firearm recoil animation and a second mixing parameter corresponding to the second firearm recoil animation may be obtained, where the first mixing parameter is used to represent a proportion of the first firearm recoil animation in the target animation, and the second mixing parameter is used to represent a proportion of the second firearm recoil animation in the target animation; a target animation is determined based on the first firearm recoil animation and the first blending parameter, and the second firearm recoil animation and the second blending parameter.
For example, in some possible embodiments, the first mixing parameter and the second mixing parameter may be determined, for example, based on at least one of the following factors, respectively: the type of virtual firearm, the class of virtual firearm, and the type of shooting assistance skills.
Wherein each of the parameters is set in real time by the game plan according to the progress of the game, and different game progresses may correspond to different parameters, for example, the parameters are changed by releasing skills (for example, auxiliary skills or using auxiliary props) or modifying weapons during the course of the game player. Illustrating: the game player can modify and upgrade the own virtual firearm, the performance of the modified and upgraded virtual firearm can be improved to a certain extent, for example, the recoil force can be reduced, at the moment, the recoil force performance of the corresponding first firearm recoil animation and second firearm recoil animation of the virtual firearm can be weakened, or the shooting precision is improved, or the sighting range is widened, and the like; for example, the auxiliary skills are released by the game player in the game process, so that the accuracy of shooting of all virtual guns can be improved within a certain preset time, or the recoil is reduced; the factors and the influencing modes of the parameters can be flexibly adjusted according to the needs of the user, and the method is not limited to the above embodiments.
S108: the actions of the virtual character are controlled to obtain the target animation.
The target animation is a target animation comprising a first virtual firearm recoil animation and a second virtual firearm recoil animation, and the virtual character is stressed in the shooting process, so that the virtual firearm generates recoil (impulsive force) after firing, the recoil acts on the arm for holding the virtual character and then is transmitted to other body parts of the virtual character through the arm for holding the virtual character, and therefore, in the target animation, the first virtual firearm recoil animation is displayed before and the second virtual firearm recoil animation is displayed after.
Optionally, on the basis of the foregoing embodiments, the embodiments of the present application may further provide a shooting control method, and an implementation procedure of the foregoing method is described below by way of example with reference to the accompanying drawings. Fig. 4 is a flow chart of a shooting control method according to another embodiment of the present application, as shown in fig. 4, where the method further includes:
s109: in response to a firing operation for a virtual firearm, virtual lens shake parameters corresponding to the firing operation are acquired.
By way of example, in some possible embodiments, the virtual lens shake parameters may include, for example, at least one of the following: oscillation duration, oscillation mixing time, oscillation mode (for example, rotational oscillation, visual field oscillation, or the like), amplitude, frequency, initial offset, waveform, or the like; the parameters included in the specific virtual lens shake parameters may be set according to the needs of the user, and are not limited to the above embodiments.
Optionally, in an embodiment of the present application, the virtual lens shake parameter is preconfigured for the game plan according to the type of firearm, for example, for a virtual firearm with a larger recoil, the corresponding shake parameter may be set to be larger, so that when the virtual firearm performs shooting, the amplitude of the lens shake in the game screen is larger; for a virtual firearm with smaller recoil, the corresponding shake parameter can be set smaller, so that the vibration amplitude of a lens in a game picture is smaller when the virtual firearm shoots; or on the basis of pre-configuration according to the type of the firearm, the maximum value of the lens shake is set according to the game experience of the game player, so that the discomfort of the game player in the game process caused by the overlarge lens shake is prevented.
In another embodiment of the present application, the virtual lens shake parameter may also be set and adjusted by a game player, for example, for a player with 3D dizziness, the virtual lens shake parameter may be adjusted to be smaller, and for a player with a higher requirement on game performance, the virtual lens shake parameter may be adjusted to be larger; for example, it may be: under the condition that the game plan configures different corresponding jitter parameters in advance according to different gun types, a game player can set the expression amplitude of the jitter parameters, for example, when the expression amplitude of the jitter parameters can be set to 10%, the preset jitter parameters are 10% and then the current jitter parameters are indicated; when the expression amplitude of the jitter parameter is set to 100%, the current game expression is completely performed according to the preset jitter parameter.
It should be understood that the setting manner or the adjustment manner of the specific jitter parameter may be flexibly adjusted according to the needs of the user, and is not limited by the two embodiments described above.
S110: and controlling the shake of the virtual lens according to the shake parameters of the virtual lens.
Wherein the shot jitter of the virtual shots requires the game planner to adjust in advance to match the overall animation effect.
According to the shooting control method, different types of virtual firearms correspond to different first firearms recoil animations and second firearms recoil animations, the second firearms recoil animations correspond to different animations according to different shooting stages, character expressions in a real shooting process are restored more truly, virtual firearms shake parameters corresponding to different types of virtual firearms are not necessarily identical, the virtual firearms shake parameters are humanized, on the basis of ensuring comfortable games of game players, virtual firearms shake in the real shooting process are restored truly, virtual characters are ensured to be more abundant in shooting animation when shooting, and corresponding shooting animations may be different for different virtual characters, game experience of game players is further improved, game expressions are enriched, and game performances are enabled to be finer.
Fig. 5 is a flow chart of a shooting control method according to another embodiment of the present application, which is applied to a game planning stage, as shown in fig. 5, and the method may include:
s201: in response to a selection operation for the virtual firearm, a type of virtual firearm selected by the selection operation is determined.
Wherein, before selecting the virtual firearm, there is a pre-imported virtual character in the game editor, the virtual character is the virtual character controlling the selected virtual firearm.
S202: a first firearm recoil animation is configured for controlling a virtual character of the virtual firearm in response to a first selection operation acting on the animation panel.
The first firearm recoil animation is an animation that the recoil of the virtual firearm acts on the arm holding the virtual character.
S203: a second firearm recoil animation is configured for controlling the virtual character of the virtual firearm in response to a second selection operation acting on the animation panel.
The second firearm recoil animation is an animation that the recoil of the virtual firearm acts on other body parts of the virtual character except the arm.
The shooting control method provided by the application has the same beneficial effects as those brought by the methods of fig. 1-4, and the application is not repeated here.
Optionally, on the basis of the foregoing embodiment, the embodiment of the present application may further provide a shooting control method, and an implementation process of configuring the recoil animation of the first firearm in the foregoing method is described below with reference to the accompanying drawings. Fig. 6 is a flowchart of a shooting control method according to another embodiment of the present application, as shown in fig. 6, S202 may include:
s204: in response to a first selection operation acting on the animation panel, a pre-crafted shooting state machine is associated for the virtual character.
The shooting state machine is used for indicating whether the virtual firearm shoots or not; the shooting state machine may include, for example, a basic state and a shooting state, where the basic state is a state in which the virtual character holds the virtual firearm but does not aim or shoot.
S205: a first firearm recoil animation is configured for the virtual character through a shooting state machine.
After the virtual character is associated with the shooting state machine, a first firearm recoil animation can be configured for the associated virtual character through the shooting state machine; since the heights, sexes, ages and body types of the virtual characters are not necessarily the same, the first firearm recoil animations corresponding to the different virtual characters are not necessarily the same, so that each virtual character needs to be associated with a shooting state machine corresponding to the virtual character, and the first firearm recoil animations corresponding to the virtual character need to be configured.
Optionally, on the basis of the foregoing embodiment, the embodiment of the present application may further provide a shooting control method, and an implementation process of configuring the second firearm recoil animation in the foregoing method is described below with reference to the accompanying drawings. Fig. 7 is a flowchart of a shooting control method according to another embodiment of the present application, as shown in fig. 7, S203 may include:
s206: in response to a second selection operation acting on the animation panel, a pre-made shoot attachment state machine is associated for the virtual character.
Wherein the firing additional state machine is used to represent additional states after the virtual firearm is fired.
S207: a second firearm recoil animation is configured for the game character model by shooting an additional state machine.
After the virtual character is associated with the shooting additional state machine, a second firearm recoil animation can be configured for the associated virtual character through the additional shooting state machine; similarly, since the heights, sexes, ages, and body types of the virtual characters are not necessarily the same, the second firearm recoil animations corresponding to the different virtual characters are not necessarily the same, and therefore, it is necessary to associate a shooting additional state machine corresponding to each virtual character with the second firearm recoil animation corresponding to the virtual character.
The shooting state machine and the shooting additional state machine associated with the same virtual character are respectively configured to run together in an additive mode, but due to shooting specificity, the shooting process generally generates recoil after the virtual firearm is fired, the recoil acts on the arm holding the virtual character and then is transmitted to other body parts of the virtual character through the arm holding, so that the running of the state machines is successively divided.
Optionally, in one embodiment of the present application, it is further desirable to configure a first blending parameter corresponding to the first firearm recoil animation and a second blending parameter corresponding to the second firearm recoil animation, wherein: the first mixing parameter is used for representing the proportion of the first firearm recoil animation in the target animation, and the second mixing parameter is used for representing the proportion of the second firearm recoil animation in the target animation; the target animation is an animation of the final virtual character displayed in the shooting process, which is determined according to the first firearm recoil animation and/or the second firearm recoil animation; during the configuration process, the game planner may determine the configuration parameters based on at least one of the following factors: the type of virtual firearm, the class of virtual firearm, and the type of shooting assistance skills.
Illustratively, in one embodiment of the present application, to make the performance of the shooting animation more hierarchical, the shooting operation is further divided into several different shooting phases, and a corresponding second firearm recoil animation is configured for each shooting phase of the virtual firearm; for example, the firing phase may include a first firing start phase, a firing cycle phase, and a firing end phase.
The configuration mode may be, for example: in the initial stage of the first shooting, the recoil generated by the first gun is usually strong in performance, so that the corresponding second gun recoil animation is separated independently, and the corresponding second gun recoil animation is a virtual animation with strong virtual character performance; in the shooting cycle stage, as the body of the virtual character can adapt to the recoil of the firearm when the virtual character continuously shoots and counteract the recoil of the firearm in a mode of applying force to the body, the corresponding recoil animation of the second firearm in the stage can keep the body of the virtual character in a relatively stable state; and the second firearm recoil animation corresponding to the shooting ending stage is a transition action of the virtual character to return to the initial state (neutral state) after stopping shooting.
Optionally, in one embodiment of the present application, after configuring the first firearm recoil animation and the second firearm recoil animation for a virtual firearm currently held by the virtual character, a virtual shot shake parameter is also required to be configured for the virtual firearm.
By way of example, in some possible embodiments, the virtual lens shake parameters may include, for example, at least one of the following: oscillation duration, oscillation mixing time, oscillation mode (for example, rotational oscillation, visual field oscillation, or the like), amplitude, frequency, initial offset, waveform, or the like; the parameters included in the specific virtual lens shake parameters may be set according to the needs of the user, and are not limited to the above embodiments.
By the shooting control method, the corresponding first firearm recoil animation and second firearm recoil animation can be configured for different virtual characters, so that the virtual characters are ensured to have richer shooting animation performance when shooting, and the corresponding shooting animation can be different for different virtual characters, so that the game experience of a game player is further improved, the game performance is enriched, and the game performance is finer.
The shooting control apparatus provided in the present application is explained below with reference to the accompanying drawings, and the shooting control apparatus may execute any one of the shooting control methods shown in fig. 1 to 7, and the specific implementation and the beneficial effects thereof are referred to above and are not repeated below.
Fig. 8 is a schematic structural diagram of a shooting control apparatus according to an embodiment of the present application, where the apparatus is applied to a terminal device, and a graphical user interface is provided through the terminal device, where the graphical user interface includes a game screen, and the game screen includes a virtual character, and a virtual firearm controlled by the virtual character, and as shown in fig. 8, the apparatus includes:
an acquisition module 301 for acquiring a type of the virtual firearm in response to a firing operation for the virtual firearm.
A determining module 302, configured to determine a first firearm recoil animation and/or a second firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm; the first firearm recoil animation is an animation of the recoil acting on the arm of the virtual character when the virtual firearm shoots; the second firearm recoil animation is an animation in which the recoil when the virtual firearm fires acts on other body parts of the virtual character than the arm.
A control module 303 for controlling the virtual character to perform a corresponding action according to the first firearm recoil animation and/or the second firearm recoil animation.
Optionally, the determining module 302 is specifically configured to determine a first firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm; determining the current shooting stage of the virtual firearm according to shooting operation, wherein the shooting stage comprises a first shooting start stage, a shooting circulation stage and a shooting end stage; and determining a second firearm recoil animation corresponding to the virtual character according to the type of the virtual firearm and the shooting stage of the virtual firearm.
Optionally, the determining module 302 is specifically configured to determine the target animation according to the first firearm recoil animation and/or the second firearm recoil animation.
The control module 303 is specifically configured to control the motion of the virtual character to obtain the target animation.
Optionally, the acquiring module 301 is specifically configured to acquire a first mixing parameter corresponding to the first firearm recoil animation and a second mixing parameter corresponding to the second firearm recoil animation, where the first mixing parameter is used to represent a proportion of the first firearm recoil animation in the target animation, and the second mixing parameter is used to represent a proportion of the second firearm recoil animation in the target animation.
The determining module 302 is specifically configured to determine the target animation according to the first firearm recoil animation and the first mixing parameter, and the second firearm recoil animation and the second mixing parameter.
Optionally, the acquiring module 301 is specifically configured to, in response to a shooting operation for a virtual firearm, acquire a virtual lens shake parameter corresponding to the shooting operation;
the control module 303 is specifically configured to control the shake of the virtual lens according to the shake parameter of the virtual lens.
Fig. 9 is a schematic structural diagram of a shooting control apparatus according to an embodiment of the present application, as shown in fig. 9, the apparatus includes:
a selection module 401 for determining, in response to a selection operation for the virtual firearm, a type of the virtual firearm selected by the selection operation;
a first configuration module 402 configured to configure a first firearm recoil animation for controlling a virtual character of the virtual firearm in response to a first selection operation acting on the animation production panel, wherein the first firearm recoil animation is an animation of a recoil force of the virtual firearm acting on a arm of the virtual character;
a second configuration module 403 for configuring a second firearm recoil animation for the virtual character controlling the virtual firearm in response to a second selection operation acting on the animation panel; the second firearm recoil animation is an animation that the recoil of the virtual firearm acts on other body parts of the virtual character except the arm.
Optionally, a first configuration module 402, configured to associate a pre-made shooting state machine for the virtual character in response to a first selection operation acting on the animation panel; configuring a first firearm recoil animation for the virtual character through a shooting state machine; the firing state machine is used to indicate whether a virtual firearm is firing.
Optionally, a second configuration module 403 is configured to associate a pre-made shooting additional state machine for the virtual character in response to a second selection operation acting on the animation panel; configuring a second firearm recoil animation for the game character model by shooting an additional state machine; the firing additional state machine is used to represent additional states after the virtual firearm fires.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more application specific integrated circuits (Application Specific Integrated Circuit, abbreviated as ASIC), or one or more microprocessors (digital singnal processor, abbreviated as DSP), or one or more field programmable gate arrays (Field Programmable Gate Array, abbreviated as FPGA), or the like. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the present application, where the electronic device may be integrated in a terminal device or a chip of the terminal device.
The electronic device includes: a processor 501, a storage medium 502, and a bus 503.
The processor 501 is configured to store a program, and the processor 501 invokes the program stored in the storage medium 502 to execute the method embodiments corresponding to fig. 1 to fig. 7. The specific implementation manner and the technical effect are similar, and are not repeated here.
Optionally, the present application also provides a program product, such as a storage medium, on which a computer program is stored, including a program which, when being executed by a processor, performs the corresponding embodiments of the above-mentioned method.
In the several embodiments provided in this application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of the units is merely a logical function division, and there may be additional divisions when actually implemented, e.g., multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform part of the steps of the methods described in the embodiments of the present application. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.

Claims (9)

1. A shooting control method, characterized in that a graphical user interface is provided by a terminal device, the graphical user interface comprising a game screen, the game screen comprising a virtual character, and a virtual firearm controlled by the virtual character, the method comprising:
acquiring a type of the virtual firearm in response to a firing operation for the virtual firearm;
determining a first firearm recoil animation and a second firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm; wherein the first firearm recoil animation is an animation of the recoil force of the virtual firearm when shooting acts on a holding arm of the virtual character; the second firearm recoil animation is an animation that the recoil of the virtual firearm when shooting acts on other body parts of the virtual character except the arm;
acquiring a first mixing parameter corresponding to the first firearm recoil animation and a second mixing parameter corresponding to the second firearm recoil animation, wherein the first mixing parameter is used for representing the proportion of the first firearm recoil animation in a target animation, and the second mixing parameter is used for representing the proportion of the second firearm recoil animation in the target animation;
Determining a target animation from the first firearm recoil animation and the first mixing parameter, and the second firearm recoil animation and the second mixing parameter;
and controlling the action of the virtual character to obtain the target animation.
2. The method of claim 1, wherein the determining a first firearm recoil animation and a second firearm recoil animation for the virtual character according to the type of the virtual firearm comprises:
determining a first firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm;
determining a shooting stage of the virtual firearm according to the shooting operation, wherein the shooting stage comprises a first shooting start stage, a shooting circulation stage and a shooting end stage;
and determining a second firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm and the shooting stage of the virtual firearm at present.
3. The method of claim 1, wherein the first mixing parameter and the second mixing parameter are each determined according to at least one of the following factors:
the type of virtual firearm, the class of the virtual firearm, and the type of shooting assistance skills.
4. The method according to claim 1, wherein the method further comprises:
responding to shooting operation aiming at the virtual firearm, and acquiring a virtual lens shake parameter corresponding to the shooting operation;
and controlling the shake of the virtual lens according to the shake parameters of the virtual lens.
5. A method of fire control, the method comprising:
in response to a selection operation for a virtual firearm, determining a type of virtual firearm selected by the selection operation;
associating a pre-made shooting state machine for the virtual character in response to a first selection operation acting on the animation panel;
configuring a first firearm recoil animation for the virtual character through the shooting state machine; the shooting state machine is used for indicating whether the virtual firearm shoots, wherein the first firearm recoil animation is an animation of the recoil of the virtual firearm acting on a arm holding the virtual character;
associating a pre-made shoot attachment state machine for the virtual character in response to a second selection operation acting on the animation panel;
configuring a second firearm recoil animation for the virtual character through the shooting additional state machine; the shooting additional state machine is used for representing additional states of the virtual firearm after shooting; wherein the second firearm recoil animation is an animation of the recoil of the virtual firearm acting on other body parts of the virtual character than the arm.
6. A shooting control apparatus, the apparatus being applied to a terminal device, a graphical user interface being provided through the terminal device, the graphical user interface including a game screen including a virtual character therein, and a virtual firearm controlled by the virtual character, the apparatus comprising:
an acquisition module for acquiring a type of the virtual firearm in response to a firing operation for the virtual firearm;
the determining module is used for determining a first firearm recoil animation and a second firearm recoil animation corresponding to the virtual role according to the type of the virtual firearm; wherein the first firearm recoil animation is an animation of the recoil force of the virtual firearm when shooting acts on a holding arm of the virtual character; the second firearm recoil animation is an animation that the recoil of the virtual firearm when shooting acts on other body parts of the virtual character except the arm;
the acquisition module is specifically configured to acquire a first mixing parameter corresponding to the first firearm recoil animation and a second mixing parameter corresponding to the second firearm recoil animation, where the first mixing parameter is used to represent a proportion of the first firearm recoil animation in a target animation, and the second mixing parameter is used to represent a proportion of the second firearm recoil animation in the target animation;
The determining module is specifically configured to determine a target animation according to the first firearm recoil animation and the first mixing parameter, and the second firearm recoil animation and the second mixing parameter;
and the control module is used for controlling the action of the virtual character to obtain the target animation.
7. A fire control device, the device comprising:
a selection module for determining, in response to a selection operation for a virtual firearm, a type of virtual firearm selected by the selection operation;
a first configuration module for associating a pre-made shooting state machine for the virtual character in response to a first selection operation acting on the animation panel; configuring a first firearm recoil animation for the virtual character through the shooting state machine; the shooting state machine is used for indicating whether the virtual firearm shoots, wherein the first firearm recoil animation is an animation of the recoil of the virtual firearm acting on a arm holding the virtual character;
a second configuration module for associating a pre-made shoot attachment state machine for the virtual character in response to a second selection operation acting on the animation panel; configuring a second firearm recoil animation for the virtual character through the shooting additional state machine; the shooting additional state machine is used for representing additional states of the virtual firearm after shooting; wherein the second firearm recoil animation is an animation of the recoil of the virtual firearm acting on other body parts of the virtual character than the arm.
8. An electronic device, the electronic device comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the method of any one of the preceding claims 1-4 or claim 5.
9. A storage medium having stored thereon a computer program which, when executed by a processor, performs the method of any of the preceding claims 1-4 or claim 5.
CN202010992047.6A 2020-09-18 2020-09-18 Shooting control method, device, equipment and storage medium Active CN112121424B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202010992047.6A CN112121424B (en) 2020-09-18 2020-09-18 Shooting control method, device, equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202010992047.6A CN112121424B (en) 2020-09-18 2020-09-18 Shooting control method, device, equipment and storage medium

Publications (2)

Publication Number Publication Date
CN112121424A CN112121424A (en) 2020-12-25
CN112121424B true CN112121424B (en) 2024-02-09

Family

ID=73841228

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202010992047.6A Active CN112121424B (en) 2020-09-18 2020-09-18 Shooting control method, device, equipment and storage medium

Country Status (1)

Country Link
CN (1) CN112121424B (en)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113230654B (en) * 2021-06-18 2023-02-24 腾讯科技(深圳)有限公司 Shooting display method and device of virtual gun, computer equipment and storage medium
CN113827975B (en) * 2021-09-23 2023-08-08 网易(杭州)网络有限公司 Shooting animation processing method, device, terminal and storage medium

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107773987A (en) * 2017-10-24 2018-03-09 网易(杭州)网络有限公司 Virtual shooting main body control method, apparatus, electronic equipment and storage medium
CN108635857A (en) * 2018-05-18 2018-10-12 腾讯科技(深圳)有限公司 Interface display method, device, electronic device and computer readable storage medium
CN110075521A (en) * 2019-05-22 2019-08-02 努比亚技术有限公司 Pressure rifle householder method, device, mobile terminal and the storage medium of shooting game
CN110559646A (en) * 2019-09-08 2019-12-13 北京智明星通科技股份有限公司 shooting game external control method, device and equipment based on wireless transmission
CN111388993A (en) * 2020-03-16 2020-07-10 网易(杭州)网络有限公司 Control method and device for virtual reality shooting game
CN111589148A (en) * 2020-05-15 2020-08-28 腾讯科技(深圳)有限公司 User interface display method, device, terminal and storage medium

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107773987A (en) * 2017-10-24 2018-03-09 网易(杭州)网络有限公司 Virtual shooting main body control method, apparatus, electronic equipment and storage medium
CN108635857A (en) * 2018-05-18 2018-10-12 腾讯科技(深圳)有限公司 Interface display method, device, electronic device and computer readable storage medium
CN110075521A (en) * 2019-05-22 2019-08-02 努比亚技术有限公司 Pressure rifle householder method, device, mobile terminal and the storage medium of shooting game
CN110559646A (en) * 2019-09-08 2019-12-13 北京智明星通科技股份有限公司 shooting game external control method, device and equipment based on wireless transmission
CN111388993A (en) * 2020-03-16 2020-07-10 网易(杭州)网络有限公司 Control method and device for virtual reality shooting game
CN111589148A (en) * 2020-05-15 2020-08-28 腾讯科技(深圳)有限公司 User interface display method, device, terminal and storage medium

Also Published As

Publication number Publication date
CN112121424A (en) 2020-12-25

Similar Documents

Publication Publication Date Title
US11318390B2 (en) Systems and methods for hardware-based matchmaking
US10518182B2 (en) Method for creating a mini-game
US10864446B2 (en) Automated player control takeover in a video game
CN112121424B (en) Shooting control method, device, equipment and storage medium
US11724191B2 (en) Network-based video game editing and modification distribution system
US20070037625A1 (en) Multiplayer video gaming system and method
US11872492B2 (en) Color blindness diagnostic system
JP2004174017A (en) Control program of action game
US11229842B2 (en) Method and apparatus for synchronously playing animation, storage medium, and electronic apparatus
CN111744173A (en) Dynamic streaming video game client
CN111744177B (en) Game data processing method and device, storage medium and electronic equipment
US20230043121A1 (en) Skill casting method and apparatus of virtual object, device, and storage medium
JP2022540277A (en) VIRTUAL OBJECT CONTROL METHOD, APPARATUS, TERMINAL AND COMPUTER PROGRAM
CN113713393B (en) Virtual prop control method and device, storage medium and electronic equipment
JP2024511796A (en) Virtual gun shooting display method and device, computer equipment and computer program
US20240123343A1 (en) Systems and Methods for Programming Movements Of Player-Controlled Avatars in Video Games
CN112604286B (en) Game skill synchronous execution method and device
US20220184493A1 (en) State stream game engine
CN115645923A (en) Game interaction method and device, terminal equipment and computer-readable storage medium
CN112138392B (en) Virtual object control method, device, terminal and storage medium
CN114618157A (en) Data compensation method and device in game, electronic equipment and storage medium
CN111445560B (en) Animation playing method and device, storage medium and electronic device
JP2024508682A (en) Virtual object control method, virtual object control device, computer equipment, and computer program
CN113967355A (en) Game virtual character action control method and device, storage medium and electronic equipment
CN114100129A (en) Virtual resource acquisition method and related device

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant