WO2020133894A1 - Procédé et appareil d'affichage de la zone de visée d'une arme de jeu, et dispositif électronique - Google Patents

Procédé et appareil d'affichage de la zone de visée d'une arme de jeu, et dispositif électronique Download PDF

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Publication number
WO2020133894A1
WO2020133894A1 PCT/CN2019/088140 CN2019088140W WO2020133894A1 WO 2020133894 A1 WO2020133894 A1 WO 2020133894A1 CN 2019088140 W CN2019088140 W CN 2019088140W WO 2020133894 A1 WO2020133894 A1 WO 2020133894A1
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WO
WIPO (PCT)
Prior art keywords
area
cast
game
coordinate system
obstacle
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PCT/CN2019/088140
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English (en)
Chinese (zh)
Inventor
钟伟
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北京金山安全软件有限公司
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Publication of WO2020133894A1 publication Critical patent/WO2020133894A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/219Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Definitions

  • the present application relates to the technical field of computer technology, and in particular to a method, device and electronic device for displaying an aiming area of a game weapon.
  • the aiming area of the game weapon can be displayed in the game scene to remind the game player of the area of the game weapon to be cast, thereby improving the hit rate of the game player to hit the enemy.
  • each game weapon will have a skill effect, and the entire area where the skill effect will be displayed is called the area of the game weapon to be cast.
  • the inventor found that when the game weapon is aimed in the direction where there is an obstacle, the displayed aiming area can still only prompt the area of the game weapon to be cast, but cannot prompt the game player: when the game When the skill effect of the weapon encounters an obstacle, the effective area of the game's weapon casting. In this way, the hit rate of the game player hitting the enemy is affected, which reduces the game player's game experience.
  • the purpose of the embodiments of the present application is to provide a method, device and electronic device for displaying the aiming area of a game weapon, so as to be able to prompt the game player of the effective area of the game weapon's casting, so as to further improve the hit rate of the game player hitting the enemy, and Improve the gaming experience for gamers.
  • the specific technical solutions are as follows:
  • an embodiment of the present application provides a method for displaying an aiming area of a game weapon.
  • the method may include:
  • the effective casting area of the game weapon is determined as the aiming area
  • the step of determining the effective casting area of the game weapon as the aiming area according to the position of the game character in the game scene, the area to be cast and the obstacle area may include:
  • the pole position of the polar coordinate system is: game The position of the character in the game scene; in a rectangular coordinate system, the X axis represents the polar angle and the Y axis represents the polar diameter;
  • the area starting from the boundary of the second area and along the positive direction of the Y axis is determined as the blocking area
  • the target area in the first area without the blocking area is mapped into the polar coordinate system to obtain the effective casting area of the game weapon, and the effective casting area is used as the aiming area.
  • the step of determining the area starting from the boundary of the second area and along the positive direction of the Y axis as the blocking area may include:
  • each boundary line on the X axis Based on the value range of each boundary line on the X axis, mark the area starting from the first type of boundary line and along the positive direction of the Y axis as a blocking area; where, when a boundary line of the second area is on the X axis When the value range is covered by the value range of another boundary line in the second region on the X axis, the other boundary line is the first type boundary line.
  • the area to be cast and the obstacle area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second corresponding to the obstacle area
  • the regional steps can include:
  • the area to be cast and the obstacle area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the corresponding
  • the steps in the second area include:
  • the area to be cast and the polygon area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area corresponding to the polygon area.
  • the area to be cast and the obstacle area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the corresponding
  • the steps in the second area may include:
  • the area to be cast and the obstacle area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area corresponding to the obstacle area.
  • the area to be cast and the obstacle area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the corresponding
  • the steps in the second area may include:
  • the target area of the first area where the blocking area is removed is mapped into a polar coordinate system to obtain a cast weapon effective area of the game weapon, and the cast effective area is used as a step of the aiming area,
  • Can include:
  • the target area after the highlight rendering is mapped into the polar coordinate system to obtain the cast effective area, and the cast effective area is used as the aiming area.
  • the step of determining the to-be-casted area of the game weapon in the game scene and the obstacle area in the to-be-casted area may include:
  • the area to be cast may include: a fan ring to be cast area, a rectangular to be cast area, or a ring to be cast area.
  • an aiming area display device for game weapons which may include:
  • the first determining module is used to determine the to-be-casted area and the obstacle area in the to-be-casted area of the game weapon in the game scene;
  • the second determination module is used to determine the effective casting area of the game weapon as the aiming area according to the position of the game character in the game scene, the area to be cast and the obstacle area;
  • the display module is used to display the aiming area in the game scene.
  • the second determination module may include:
  • the first mapping unit is used to map the area to be cast and the obstacle area in the polar coordinate system to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area corresponding to the obstacle area; wherein, the polar coordinates
  • the pole position of the system is: the position of the game character in the game scene; in the rectangular coordinate system, the X axis represents the polar angle and the Y axis represents the polar diameter;
  • the second mapping unit is used to map the target area of the first area without the blocking area into the polar coordinate system to obtain the effective casting area of the game weapon, and use the effective casting area as the aiming area.
  • the first determining unit may specifically be used for:
  • each boundary line on the X axis Based on the value range of each boundary line on the X axis, mark the area starting from the first type of boundary line and along the positive direction of the Y axis as a blocking area; where, when a boundary line of the second area is on the X axis When the value range is covered by the value range of another boundary line in the second region on the X axis, the other boundary line is the first type boundary line.
  • the judgment subunit is used to judge whether the obstacle area is a polygonal area
  • the first mapping subunit is used to map the area to be cast and the obstacle area in the polar coordinate system to the rectangular coordinate system when the obstacle area is a polygonal area to obtain the correspondence between the first area corresponding to the area to be cast and the obstacle area The second area.
  • the first mapping unit may include:
  • the judgment subunit is used to judge whether the obstacle area is a polygonal area
  • the processing subunit is used to process the obstacle area into a polygonal area when the obstacle area is not a polygonal area;
  • the second mapping subunit is used to map the area to be cast and the polygon area in the polar coordinate system to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area corresponding to the polygon area.
  • the area to be cast and the obstacle area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area corresponding to the obstacle area.
  • the first mapping unit may specifically be used for:
  • the second mapping unit may include:
  • the removal subunit is used to map the target area in the first area to remove the blocking area into the polar coordinate system to obtain the effective area for casting;
  • the second mapping unit may include:
  • the third mapping subunit is used to map the target area after the highlight rendering to the polar coordinate system to obtain the cast effective area, and use the cast effective area as the aiming area.
  • the first determining module may include:
  • the second determining unit is used to determine the area of the game weapon to be cast in the game scene according to the position of the game character in the game scene and the direction pointed by the aiming instruction;
  • the third determining unit is used to determine the obstacle area in the area to be cast according to the position of each obstacle in the game scene.
  • Memory used to store computer programs
  • the processor when used to execute the program stored in the memory, implements the method steps of any of the above-mentioned aiming area display methods of the game weapon.
  • an embodiment of the present application provides a readable storage medium in which a computer program is stored.
  • the computer program is executed by a processor, the method steps of any of the above-mentioned aiming area display methods for game weapons are implemented.
  • an embodiment of the present application further provides a computer program product which, when it runs on an electronic device, causes the electronic device to perform: the method steps of any one of the above-mentioned aiming area display methods of game weapons.
  • the electronic device can obtain the aiming instruction of the game weapon used by the game character, and then can determine the game weapon in the game scene to be cast area and the obstacle area in the game cast area. Then, the effective cast area of the game weapon in the area to be cast may be determined according to the position of the game character in the game scene and the determined area to be cast and the obstacle area. And take the effective area of the cast as the aiming area. Then, the aiming area can be displayed in the game scene. In this way, the game player can be prompted with the effective area of the game weapon casting spell, which can further improve the hit rate of the game player to hit the enemy and improve the game player's game experience.
  • FIG. 1 is a flowchart of a method for displaying an aiming area of a game weapon according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of an area to be cast and an obstacle area in a polar coordinate system provided by an embodiment of the present application;
  • FIG. 4 is a schematic diagram of a first area and a second area obtained after mapping the area to be cast and the obstacle area shown in FIG. 3 to a rectangular coordinate system;
  • FIG. 6 is a schematic diagram of the cast-ineffective area removed from the aiming area shown in FIG. 5;
  • FIG. 7 is a schematic structural diagram of an aiming area display device for a game weapon provided by an embodiment of this application.
  • the method for displaying the aiming area of the game weapon can be applied to electronic devices.
  • the electronic device includes but is not limited to computers, smart phones and smart watches. Among them, game players can play games through the game client installed in the electronic device, and can also enter online games through a browser, which is reasonable.
  • S102 Determine the game weapon in the game area to be cast and the obstacle area in the area to be cast;
  • the area to be cast includes but is not limited to: a fan ring to be cast area, a rectangular to be cast area or a ring to be cast area.
  • the area to be cast in the fan ring refers to the area to be cast in the shape of a fan ring.
  • the rectangular area to be cast refers to: a rectangular shape to be cast;
  • the circular area to be cast refers to: a circular shape to be cast.
  • the aiming area may be displayed in the area to be cast in the game scene.
  • the game player can be prompted with the effective area for casting the weapon of the game, so that the game player can accurately determine the actual attack area of the game weapon, thereby improving the hit rate of the game player to hit the enemy.
  • the aiming area can be displayed by displaying a layer or an animation in the aiming area, of course, it is not limited to this.
  • the electronic device can obtain the aiming instruction of the game weapon used by the game character, and then can determine the game weapon in the game scene to be cast area and the obstacle area in the game cast area. Then, the effective cast area of the game weapon in the area to be cast may be determined according to the position of the game character in the game scene and the determined area to be cast and the obstacle area. And take the effective area of the cast as the aiming area. Then, the aiming area can be displayed in the game scene. In this way, the game player can be prompted with the effective area of the game weapon casting spell, which can further improve the hit rate of the game player to hit the enemy and improve the game player's game experience.
  • the to-be-casted area of the game weapon is the fan ring cast area as shown in FIG. 3, and, in the game scene, the obstacle area in the fan ring cast area is the area where the rectangular EFGH is located. Then, the position of the game character in the game scene can be used as the pole position to construct a polar coordinate system as shown in FIG. 3.
  • an angle formed by one boundary line of the fan ring casting area and the polar axis is ⁇
  • an angle formed by another boundary line of the fan ring casting area and the polar axis is ⁇ .
  • the area to be cast and the obstacle area in the polar coordinate system can be mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area efgh corresponding to the obstacle area as shown in FIG. 4.
  • the shape of the fan ring can be converted into a rectangle for processing.
  • the X axis represents a polar angle
  • the Y axis represents a polar diameter.
  • the area of the fan ring to be cast and the obstacle area in the polar coordinate system can be mapped to the rectangular coordinate system by homogeneous coordinate transformation. Specifically, each point on the boundary line between the area to be cast by the fan ring and the obstacle area can be mapped into a rectangular coordinate system through homogeneous coordinate transformation.
  • the obstacle area is a polygonal area before mapping the area to be cast and the obstacle area in the polar coordinate system to the rectangular coordinate system. If it is a polygonal area, the area to be cast and the obstacle area in the polar coordinate system can be directly mapped to the rectangular coordinate system, so that the first area corresponding to the area to be cast and the second area corresponding to the obstacle area can be obtained.
  • the area to be cast in the polar coordinate system and the obstacle area can also be marked to the pixel map of the rectangular coordinate system to obtain the first area corresponding to the area to be cast recorded in the marked picture and the second corresponding to the obstacle area area. That is, the obtained first area and second area are presented in the form of pictures, and the first area includes the second area.
  • the picture can be stored in the video memory, so that the speed of acquiring the picture can be increased, which is convenient for subsequent calculation or rendering of the picture.
  • S1032 The area starting from the boundary of the second area and along the positive direction of the Y axis is determined as the blocking area
  • the second area efgh is the area that the game weapon cannot attack, and the area blocked by the boundary lines ef, gh, fg, and eh of the second area is also the game weapon that cannot be attacked.
  • Area the area efmn starting from the boundary lines ef, gh, fg, and eh of the second area and along the positive direction of the Y axis can be determined as the blocking area. In this way, an accurate blocking area can be calculated.
  • the value range of each boundary line of the second area on the X axis may also be determined first. Then, based on the value range of each boundary line on the X axis, a region starting from the first type boundary line and along the positive direction of the Y axis is marked as a blocking region. Wherein, when the value range of one boundary line of the second area on the X axis is covered by the value range of another boundary line of the second area on the X axis, the other boundary line is the first type of boundary line.
  • the value range of one boundary line L1 on the X axis is [1,2]
  • the value range of the other boundary line L2 on the X axis is [1, 3]. Then, the value range of the boundary line L1 on the X axis is covered by the value range of another boundary line L2 on the X axis.
  • the boundary line ef of the second area efgh is the first type of boundary line, that is to say, in this way, only the area starting from the boundary line ef and along the positive direction of the Y axis needs to be marked in the first area
  • the blocking area efmn is obtained, which greatly reduces the amount of calculation.
  • S1033 Map the target area in the first area where the blocking area is removed to the polar coordinate system to obtain the effective casting area of the game weapon, and use the effective casting area as the aiming area.
  • the target area in the first area where the blocking area is removed can be mapped into a polar coordinate system, so as to obtain a cast effective area. Then, you can highlight the effective area of the cast to get the aiming area.
  • the target area in the first area where the blocking area is removed can be highlighted. Then, the target area after the highlight rendering is mapped into the polar coordinate system, thereby obtaining the cast effective area.
  • the rendering method is not limited to highlight rendering, but may also be gradient rendering, of course, it is not limited to this.
  • the calculated blocking area is accurate, the cast effective area determined after the coordinate system conversion is also accurate.
  • the content in the first quadrant of FIG. 4 can be represented on a picture (marked as a sticker).
  • the picture can also be superimposed with the art picture to obtain a superimposed picture.
  • the shape and size of the art picture are consistent with the shape and size of the texture picture, and the aiming display effect is rendered in the art picture.
  • the blocking area in the superimposed picture can be set to transparent through the mask technology. In this way, when the superimposed picture is mapped into the polar coordinate system, the effective casting area of the game weapon can be determined, that is, the aiming area can be determined.
  • the pixels in the area corresponding to the blocking area in the art picture may be directly cut out to obtain the processed picture. Then, when the processed picture is mapped into the polar coordinate system, the cast effective area of the game weapon may be determined, and the cast effective area may be used as the aiming area.
  • the target area After determining the target area, the target area can be displayed in the area to be cast in the game scene.
  • the aiming area shown in FIG. 5 can be obtained.
  • the aiming area is an area obtained by removing the invalid attack area shown in FIG. 6 in the area to be cast by the fan ring.
  • the two boundary lines of the boxes shown in Figure 5 of AB and CD are included.
  • the game player can be prompted with the effective area for casting the weapon of the game, so that the game player can accurately determine the actual attack area of the game weapon, thereby further improving the hit rate of the game player to hit the enemy and improving the game player's game experience.
  • the obtaining module 701 is used to obtain the aiming instruction of the game weapon used by the game character;
  • the first determining module 702 is used to determine the area of the game weapon to be cast in the game scene and the area of obstacles in the area to be cast;
  • the second determination module 703 is used to determine the effective casting area of the game weapon as the aiming area according to the position of the game character in the game scene, the area to be cast and the obstacle area;
  • the display module 704 is used to display the aiming area in the area to be cast in the game scene.
  • the electronic device can obtain the aiming instruction of the game weapon used by the game character, and then can determine the game weapon's to-be-casted area in the game scene and the obstacle-tolerated area in the to-be-casted area. Then, the effective cast area of the game weapon in the area to be cast may be determined according to the position of the game character in the game scene and the determined area to be cast and the obstacle area. And take the effective area of the cast as the aiming area. Then, the aiming area can be displayed in the game scene. In this way, the game player can be prompted with the effective area of the game weapon casting spell, which can further improve the hit rate of the game player to hit the enemy and improve the game player's game experience.
  • the second determination module 703 may include:
  • the second mapping unit is used to map the target area of the first area without the blocking area into the polar coordinate system to obtain the effective casting area of the game weapon, and use the effective casting area as the aiming area.
  • the first determining unit may specifically be used for:
  • the first mapping unit may include:
  • the judgment subunit is used to judge whether the obstacle area is a polygonal area
  • the processing subunit is used to process the obstacle area into a polygonal area when the obstacle area is not a polygonal area;
  • the second mapping subunit is used to map the area to be cast and the polygon area in the polar coordinate system to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area corresponding to the polygon area.
  • the first mapping unit may specifically be used for:
  • the area to be cast and the obstacle area in the polar coordinate system are mapped to the rectangular coordinate system to obtain the first area corresponding to the area to be cast and the second area corresponding to the obstacle area.
  • the first mapping unit is specifically used to:
  • the removal subunit is used to map the target area in the first area to remove the blocking area into the polar coordinate system to obtain the effective area for casting;
  • the first rendering subunit is used for highlight rendering of the effective casting area to obtain the aiming area.
  • a second rendering subunit used for highlight rendering of the target area in the first area where the blocking area is removed
  • the second determining unit is used to determine the area of the game weapon to be cast in the game scene according to the position of the game character in the game scene and the direction pointed by the aiming instruction;
  • the third determining unit is used to determine the obstacle area in the area to be cast according to the position of each obstacle in the game scene.
  • the area to be cast may include: a fan ring to be cast area, a rectangular to be cast area, or a ring to be cast area.
  • an embodiment of the present application further provides an electronic device, referring to FIG. 8, including a processor 801, a communication interface 802, a memory 803, and a communication bus 804, where the processor 801, the communication interface 802, and the memory 803 communicate with each other through the communication bus 804;
  • Memory 803 used to store computer programs
  • the processor 801 is used to implement the method steps of any one of the method for displaying the aiming area of the game weapon when executing the program stored in the memory 803.
  • the electronic device can obtain the aiming instruction of the game weapon used by the game character, and then can determine the game weapon in the game scene to be cast area and the obstacle area in the game cast area. Then, the effective cast area of the game weapon in the area to be cast may be determined according to the position of the game character in the game scene and the determined area to be cast and the obstacle area. And take the effective area of the cast as the aiming area. Then, the aiming area can be displayed in the game scene. In this way, the game player can be prompted with the effective area of the game weapon casting spell, which can further improve the hit rate of the game player to hit the enemy and improve the game player's game experience.
  • an embodiment of the present application further provides a readable storage medium, in which a computer program is stored, and when the computer program is executed by a processor, the aiming area display method of any one of the above game weapons Method steps.
  • the readable storage medium is a computer-readable storage medium.
  • the electronic device can obtain the aiming instruction of the game weapon used by the game character, and then can determine the game weapon's pending in the game scene The obstacle area in the cast area and the area to be cast. Then, the effective cast area of the game weapon in the area to be cast may be determined according to the position of the game character in the game scene and the determined area to be cast and the obstacle area. And take the effective area of the cast as the aiming area. Then, the aiming area can be displayed in the game scene. In this way, the game player can be prompted with the effective area of the game weapon casting spell, which can further improve the hit rate of the game player to hit the enemy and improve the game player's game experience.
  • an embodiment of the present application further provides a computer program product that, when it runs on an electronic device, causes the electronic device to perform: the method steps of any of the above-mentioned aiming area display methods of game weapons.
  • the electronic device can obtain the aiming instruction of the game weapon used by the game character, and then can determine the area to be cast and the area to be cast in the game scene of the game weapon The obstacle area in the. Then, the effective cast area of the game weapon in the area to be cast may be determined according to the position of the game character in the game scene and the determined area to be cast and the obstacle area. And take the effective area of the cast as the aiming area. Then, the aiming area can be displayed in the game scene. In this way, the game player can be prompted with the effective area of the game weapon casting spell, which can further improve the hit rate of the game player to hit the enemy and improve the game player's game experience.
  • the communication interface is used for communication between the electronic device and other devices.
  • the aforementioned processor may be a general-purpose processor, including a central processor (Central Processing Unit, CPU), a network processor (Network Processor, NP), etc.; it may also be a digital signal processor (Digital Signal Processing, DSP), dedicated integration Circuit (Application Specific Integrated Circuit, ASIC), field programmable gate array (Field-Programmable Gate Array, FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components.
  • a central processor Central Processing Unit, CPU
  • NP Network Processor
  • DSP Digital Signal Processing
  • ASIC Application Specific Integrated Circuit
  • FPGA Field-Programmable Gate Array
  • the computer program product includes one or more computer instructions.
  • the computer may be a general-purpose computer, a dedicated computer, a computer network, or other programmable devices.

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Abstract

L'invention concerne un procédé d'affichage d'une zone de visée d'une arme de jeu. Le procédé consiste à : acquérir une indication de visée de l'arme de jeu utilisée par un personnage de jeu (s101) ; déterminer une zone affectée par l'arme de jeu dans une scène de jeu et une zone de barrière dans la zone affectée (s102) ; sur la base d'un emplacement du personnage de jeu dans la scène de jeu, de la zone affectée et de la zone de barrière, déterminer une zone valide affectée par l'arme de jeu comme étant une zone de visée (s103) ; et afficher la zone de visée dans la scène de jeu (s104). L'invention concerne en outre un appareil d'affichage pour une arme de jeu et un dispositif électronique mettant en œuvre le procédé. Le procédé indique à un joueur une zone valide affectée par une arme de jeu, de telle sorte que la probabilité que le joueur touche un ennemi puisse être davantage augmentée.
PCT/CN2019/088140 2018-12-28 2019-05-23 Procédé et appareil d'affichage de la zone de visée d'une arme de jeu, et dispositif électronique WO2020133894A1 (fr)

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Application Number Priority Date Filing Date Title
CN201811623948.7A CN109731326B (zh) 2018-12-28 2018-12-28 一种游戏武器的瞄准区域显示方法、装置及电子设备
CN201811623948.7 2018-12-28

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CN109731326B (zh) * 2018-12-28 2020-05-22 北京金山安全软件有限公司 一种游戏武器的瞄准区域显示方法、装置及电子设备
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