WO2022156712A1 - 瞄准标记的显示方法、装置、设备及存储介质 - Google Patents

瞄准标记的显示方法、装置、设备及存储介质 Download PDF

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Publication number
WO2022156712A1
WO2022156712A1 PCT/CN2022/072779 CN2022072779W WO2022156712A1 WO 2022156712 A1 WO2022156712 A1 WO 2022156712A1 CN 2022072779 W CN2022072779 W CN 2022072779W WO 2022156712 A1 WO2022156712 A1 WO 2022156712A1
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WO
WIPO (PCT)
Prior art keywords
aiming
virtual character
virtual
candidate
avatar
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PCT/CN2022/072779
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English (en)
French (fr)
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WO2022156712A9 (zh
Inventor
乔子健
Original Assignee
腾讯科技(深圳)有限公司
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Priority to JP2023527249A priority Critical patent/JP2024500277A/ja
Publication of WO2022156712A1 publication Critical patent/WO2022156712A1/zh
Publication of WO2022156712A9 publication Critical patent/WO2022156712A9/zh
Priority to US17/954,575 priority patent/US20230030619A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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
    • A63F13/422Processing 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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

Definitions

  • the present application relates to the field of application programs supporting virtual environments, and in particular, to a method, apparatus, device and storage medium for displaying an aiming mark.
  • the user needs to control the virtual character to attack the enemy units near the virtual character, and "kill” the enemy units, so as to "break through” and win the game.
  • the automatic aiming mechanism in the client will determine the aiming target of the virtual character from multiple enemy units.
  • the client first determines the distance between the virtual character and the enemy unit in the three-dimensional virtual environment, and then automatically sets the enemy unit closest to the virtual character as the aiming target of the virtual character. That is, when the user controls the avatar to attack the enemy unit, the user will preferentially attack the enemy unit closest to the avatar.
  • the user can change the distance between the virtual character and the enemy unit, thereby changing the aiming target of the virtual character.
  • the aiming target determined by the automatic aiming mechanism may not match the subjective intention of the user.
  • the operation of switching the aiming target by controlling the movement of the avatar is relatively difficult due to other factors (such as avoiding the attack of the enemy unit) when controlling the movement of the avatar. complex.
  • a method for displaying an aiming mark comprising:
  • a checkpoint interface is displayed, and the checkpoint interface displays a master virtual character located in the virtual environment and at least two candidate virtual characters, where the candidate virtual characters refer to virtual characters that support targeting by aiming marks, and the aiming marks are to mark the aiming target of the master virtual character when shooting;
  • the aiming mark is switched and displayed on a second avatar of the at least two candidate avatars.
  • a display device for an aiming mark comprising:
  • a display module configured to display a checkpoint interface, where the checkpoint interface displays a master virtual character located in the virtual environment and at least two candidate virtual characters, the candidate virtual characters refer to virtual characters that support targeting by targeting marks,
  • the aiming mark is used to mark the aiming target of the master virtual character when shooting;
  • the display module is further configured to display an aiming mark on the first virtual character in the at least two candidate virtual characters;
  • the display module is further configured to switch and display the aiming mark on a second virtual character of the at least two candidate virtual characters in response to the switching operation of the aiming target.
  • a computer device includes a processor and a memory, and the memory stores at least one instruction, at least a piece of program, code set or instruction set, the at least one instruction , The at least one piece of program, the code set or the instruction set is loaded and executed by the processor to implement the method for displaying an aiming mark as described in the above aspect.
  • a computer-readable storage medium is provided, and at least one piece of program code is stored in the computer-readable storage medium, and the program code is loaded and executed by a processor to implement the above-mentioned aspects.
  • Aiming mark display method is provided.
  • a computer program product or computer program comprising computer instructions stored in a computer readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying aiming marks provided in various optional implementations of the above aspects.
  • the aiming mark By displaying the aiming mark on the first virtual character among the at least two candidate virtual characters, and then according to the switching operation, the aiming mark is switched and displayed on the second virtual character.
  • a simple and fast aiming target switching mechanism is provided, so that the user can switch different virtual characters as the aiming target through the switching operation. This process is independent of the user's control of the master virtual character. other operations, reducing the complexity of the user's operation when switching the aiming target.
  • FIG. 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • FIG. 2 is a schematic diagram of a horizontal version level interface provided by an exemplary embodiment of the present application
  • FIG. 3 is a schematic flowchart of a method for displaying an aiming mark provided by an exemplary embodiment of the present application
  • FIG. 4 is a schematic diagram of an implementation principle of displaying a virtual environment provided by an exemplary embodiment of the present application.
  • FIG. 5 is a schematic flowchart of a method for displaying an aiming mark provided by another exemplary embodiment of the present application.
  • FIG. 6 is a schematic diagram of an implementation process of displaying an aiming mark on a first virtual character provided by an exemplary embodiment of the present application
  • FIG. 7 is a schematic diagram of an implementation process of displaying an aiming mark on a second virtual character provided by another exemplary embodiment of the present application.
  • FIG. 8 is a schematic diagram of a self-targeting list and a blacklist provided by an exemplary embodiment of the present application.
  • FIG. 9 is a schematic diagram of a landscape level interface provided by another exemplary embodiment of the present application.
  • FIG. 10 is a schematic diagram of an implementation process of determining an aiming target provided by an exemplary embodiment of the present application.
  • FIG. 11 is a schematic structural diagram of a display device for an aiming mark provided by an exemplary embodiment of the present application.
  • FIG. 12 is a schematic structural diagram of a display module provided by an exemplary embodiment of the present application.
  • FIG. 13 is a schematic structural diagram of a determination submodule provided by an exemplary embodiment of the present application.
  • FIG. 14 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.
  • Horizontal game refers to a game in which the movement route of the game character is controlled on a horizontal screen. In all or most of the screens in the horizontal version game, the movement route of the game character is carried out in the horizontal direction.
  • the horizontal game is divided into horizontal clearance, horizontal adventure, horizontal competition, horizontal strategy and other games; according to the technology, horizontal games are divided into two-dimensional (2D) horizontal games and three-dimensional (3D) games. ) side-scrolling game.
  • Virtual environment is the virtual environment displayed (or provided) by the application when it is run on the terminal.
  • the virtual environment may be at least one of a real-world simulation environment, a semi-simulation and semi-fictional environment, and a purely fictional environment.
  • the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this embodiment of the present application.
  • the virtual environment may provide a battle environment for virtual characters.
  • a side-scrolling game one or two virtual characters compete in a single game in a virtual environment.
  • the virtual characters avoid attacks launched by enemy characters and dangers in the virtual environment (such as gas circles, swamps, etc.) ) to achieve the purpose of surviving in the virtual environment.
  • the life value of the virtual character in the virtual environment is zero, the life of the virtual character in the virtual environment ends, and the virtual character that successfully passes the route in the level is the winner.
  • Each client can control one or more virtual characters in the virtual environment.
  • the competitive mode of the battle may include a single-player battle mode, a two-person group battle mode, or a multi-player group battle mode, which is not limited in this embodiment.
  • the level screen is a screen in which the virtual environment is observed from a horizontal screen perspective of the virtual character, for example, a shooting game in which the virtual character is observed in the vertical direction on the right side of the virtual character.
  • the level screen refers to the horizontal version of the level screen or the vertical version of the level screen.
  • the horizontal length of the horizontal version of the level screen is not less than the length of the vertical direction, and the length of the vertical version of the level screen is not greater than the length of the vertical direction.
  • the terminal supports switching between the vertical version level screen and the horizontal version level screen.
  • the terminal when the length direction of the terminal is the horizontal direction, the terminal displays the horizontal version level screen, and when the terminal length direction changes to the vertical direction, the terminal switches the horizontal version level screen to display the vertical version level screen.
  • the above switching process is a function provided by the client on the terminal. During the switching process, the client will obtain the information provided by the sensor of the terminal, thereby judging the placement direction of the terminal, and then determining the current display mode of the level screen.
  • the sensor refers to a gyroscope sensor.
  • Virtual character refers to at least one movable object controlled by the user in the virtual environment.
  • the virtual character may be a virtual character, a virtual animal, an animation character, or the like.
  • the virtual character is a three-dimensional solid model created based on animation skeleton technology.
  • Each virtual character has its own shape and volume in the virtual environment and occupies a part of the space in the virtual environment.
  • the avatar includes a master avatar and a candidate avatar.
  • the master avatar is the avatar controlled by the current user.
  • candidate avatars refer to avatars that support targeting by targeting marks, that is, candidate avatars refer to avatars that support targeting and attack by the master character; candidate avatars include enemy characters, and enemy characters are those who are competing The avatar of the opposing faction of the master avatar in the battle (including the battle).
  • the enemy character can be a virtual character controlled by other users; it can also be a non-player character (Non-Player Character, NPC), for example, the enemy character can be a virtual character, virtual animal, anime character, virtual monster, virtual robot, virtual tank , virtual aircraft, etc.
  • NPC non-player Character
  • the enemy character can be a virtual character, virtual animal, anime character, virtual monster, virtual robot, virtual tank , virtual aircraft, etc.
  • the user can control the virtual character to attack the enemy character.
  • Virtual props including at least one of virtual weapons, functional props and virtual equipment.
  • the virtual prop in the embodiment of the present application refers to a virtual weapon
  • the virtual weapon is a weapon that a virtual character can use in a virtual environment.
  • the virtual weapon is a prop that, after being used by the virtual character, will affect the activity state or life value of the attacked enemy character.
  • Virtual weapons include cold weapons, firearms, artillery, armored combat vehicles, riot weapons, biological and chemical weapons, nuclear weapons, new concept weapons, etc.
  • virtual props can be knives, guns, swords, pistols, rifles, submachine guns, machine guns, special guns, shotguns, grenades, rocket launchers, mortars, tank guns, cannons, missiles, laser weapons, microwave weapons, particle beams Weapons, kinetic energy interceptors, electromagnetic guns, pulse weapons, signal jamming weapons, etc.
  • Different virtual weapons correspond to different weapon attributes, including attack damage, attack range, and attack speed.
  • attack effects can be produced according to different weapon attributes, including the single attack against a single enemy character and the range effect on the enemy character within a certain range ( Area Of Effect, AOE) attack.
  • Third-Person Shooting Game refers to a shooting game that users can play from a third-person perspective.
  • the virtual environment in the game is viewed from a third-person perspective (ie, the user's perspective).
  • the virtual environment is observed. screen.
  • the user controls the virtual character to attack the enemy character, so as to kill the enemy character, continue to "break through", and then win the game.
  • the virtual character and the enemy character have corresponding health points. When the health value is 0, the virtual character or the enemy character is regarded as "killed”.
  • the game can also be played in a team battle mode.
  • the team battle mode means that two or more users form a team to "break through", and each user controls their own virtual game. character, to attack the enemy character.
  • the embodiment of the present application does not limit the battle mode.
  • UI control refers to any visual control or element that can be seen on the user interface of an application, such as pictures, input boxes, text boxes, buttons, labels, etc., some of which UI controls respond to The user's operation, for example, the user can input text in the input box, and the user interacts with the user interface through the above-mentioned UI controls.
  • an application supporting a virtual environment is an application in which a user can control the movement of a master avatar within the virtual environment and to attack candidate avatars.
  • the methods provided in this application can be applied to: virtual reality (Virtual Reality, VR) programs, augmented reality (Augmented Reality, AR) programs, 3D map programs, virtual reality games, augmented reality games, first-person shooter games ( In at least one program of First-Person Shooting Game, FPS), third-person shooter, multiplayer online tactical competitive game (Multiplayer Online Battle Arena Games, MOBA), and strategy game (Simulation Game, SLG).
  • the game in the virtual environment consists of one or more maps of the game world.
  • the virtual environment in the game simulates the scene of the real world, and the user can control the main virtual character in the game to walk, run, and jump in the virtual environment. , shooting, fighting, driving, using virtual weapons to attack enemy characters and other actions, which are highly interactive.
  • the game can also support multiple users to team up online to play the game.
  • the above-mentioned application program may be a shooting game, a racing game, a role-playing game, an adventure game, a sandbox game, a tactical competitive game or the like.
  • the above-mentioned application program can run in at least one operating system in Windows operating system, Apple operating system (Macintosh Operation System, Mac OS), Android operating system, IOS (Iphone Operation System) and LINUX operating system, optionally, different
  • the applications of the operating system can also communicate with each other.
  • the above application program is a program suitable for a mobile terminal with a touch screen.
  • the above application is an application developed based on a 3D engine, for example, the 3D engine is the Unity engine.
  • FIG. 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes: a first terminal 110 and a server 120 .
  • the first terminal 110 has an application program supporting a virtual environment installed and running.
  • the computer system 100 can further include a second terminal 130 .
  • the first terminal 110 is a terminal used by the first user, and the first user uses the first terminal 110 to control the first master virtual character located in the virtual environment to play games; including adjusting the body posture, crawling, and walking of the first master virtual character , at least one of running, riding, jumping, driving, attacking the enemy character, picking up virtual weapons, equipping virtual weapons, switching currently used virtual weapons, and determining the aiming target of the first master virtual character.
  • the first terminal 110 is connected to the server 120 through a wireless network or a wired network.
  • the server 120 includes at least one of a server, multiple servers, a cloud computing platform and a virtualization center.
  • the server 120 includes a processor 121 , a user account database 122 , a battle service module 123 , and a user-oriented input/output interface (Input/Output Interface, I/O interface) 124 .
  • the processor 121 is used for loading the instructions stored in the server 120 and processing the data in the user account database 122 and the battle service module 123;
  • the user account database 122 is used for storing the user accounts used by the first terminal 110 and the second terminal 130 data, such as the avatar of the user account, the nickname of the user account, and the service area where the user account is located;
  • the battle service module 123 is used to realize the team battle mode;
  • the user-oriented I/O interface 124 is used to pass the wireless network or wired network and The first terminal 110 establishes communication to exchange data.
  • the server 120 undertakes the main computing work, and the first terminal 110 and the second terminal 130 undertake the secondary computing work; or, the server 120 undertakes the secondary computing work, and the first terminal 110 and the second terminal 130 undertake the main computing work; Alternatively, the server 120 , the first terminal 110 and the second terminal 130 use a distributed computing architecture to perform collaborative computing.
  • the second terminal 130 has an application program supporting a virtual environment installed and running.
  • the app supports the above-mentioned team battle mode.
  • the second terminal 130 is a terminal used by the second user, and the second user uses the second terminal 130 to control the second master virtual character in the virtual environment to play games; including adjusting the body posture, crawling, and walking of the second master virtual character , at least one of running, riding, jumping, driving, attacking the enemy character, picking up virtual weapons, equipping virtual weapons, switching the currently used virtual weapons, and determining the aiming target of the second master virtual character.
  • the first master virtual character and the second master virtual character are in the same virtual environment.
  • the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are different versions of the same application, and the above-mentioned different versions of the same application may be It is designed for different operating system platforms, and can also be designed for the same operating system platform.
  • the first terminal 110 may generally refer to one of multiple terminals
  • the second terminal 130 may generally refer to one of multiple terminals. In this embodiment, only the first terminal 110 and the second terminal 130 are used as examples for illustration.
  • the device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include: AR devices, VR devices, smart wearable devices, smart phones, tablet computers, e-book readers, MP3 players, MP4 players, At least one of a laptop portable computer and a desktop computer.
  • the following embodiments take the terminal including a smart phone as an example for illustration.
  • the number of the above-mentioned terminals may be more or less.
  • the above-mentioned terminal may be only one, or the above-mentioned terminal may be dozens or hundreds, or more.
  • the embodiments of the present application do not limit the number of terminals and device types. The embodiments of the present application are mainly described in the application scenario of a single terminal.
  • FIG. 2 is a schematic diagram of a horizontal level interface provided by an exemplary embodiment of the present application.
  • the client displays a horizontal level interface
  • the horizontal level interface displays a master virtual character 202 located in the virtual environment 201 and at least two candidate virtual characters 203 (for example, including the first virtual character 203) character 203a, second avatar 203b, and third avatar 203c), and aiming switch control 204.
  • the horizontal level interface also displays a control control 205b for controlling the main virtual character 202 to run, a control control 205a for jumping, a control control 205c for throwing bombs, and a control control for shooting with a virtual weapon (pistol) (ie, shooting control) 205d, and a direction control (virtual joystick) 206 that controls the travel and travel direction of the master avatar 202.
  • a control control 205b for controlling the main virtual character 202 to run
  • a control control 205a for jumping
  • a control control 205c for throwing bombs
  • a control control for shooting with a virtual weapon (pistol) (ie, shooting control) 205d ie, shooting control) 205d
  • a direction control virtual joystick
  • the client determines the candidate virtual character with the highest priority (for example, the first virtual character 203a) among the at least two candidate virtual characters 203, as the aiming target of the master virtual character 202, and at the determined aiming target.
  • Aiming marks 207 are displayed on the target.
  • the automatic aiming mechanism is based on the distance between the master avatar 202 and the candidate avatar 203 in the virtual environment 201, the remaining health of the candidate avatar 203, the percentage of the remaining health of the candidate avatar 203, and the candidate avatar 203. After at least two candidate avatars 203 are sorted by at least one element of the corresponding kill benefit, the first candidate avatar is determined as an aiming mechanism for aiming at the target.
  • the embodiments of the present application are mainly described with an automatic aiming mechanism based on the distance between the master virtual character 202 and the candidate virtual character 203 in the virtual environment 201 .
  • This distance is negatively correlated with the priority of the candidate avatar 203 . That is, the closer to the master avatar 202, the higher the priority of the candidate avatar 203.
  • the distance is the distance between the master virtual character 202 and the candidate virtual character 203 in the three-dimensional virtual environment.
  • the automatic aiming mechanism determines the aiming target based on the distance between the master avatar 202 and the candidate avatar 203 in the virtual environment 201
  • the priority of the first avatar 203a is higher than the priority of the second avatar 203b
  • the second avatar The priority of the character 203b is higher than that of the third virtual character 203c.
  • the client receives an instruction to shoot the candidate virtual character 203
  • the client controls the master virtual character 202 to shoot the first virtual character 203a.
  • the client terminal when the client terminal receives the switching operation triggered by the aiming switching control 204 for the first time, it will add the currently determined aiming target (the first virtual character 203 a ) to the blacklist.
  • the client when adding the first avatar 203a to the blacklist, if the blacklist already has candidate avatars, the client will remove the existing candidate avatars from the blacklist, that is, there is always at most one blacklist.
  • Candidate avatars After that, the client determines the second avatar 203b with the highest priority from the remaining candidate avatars 203 based on the automatic aiming mechanism, as the aiming target of the master avatar 202 at this time, and switches and displays the aiming mark 207 on the second virtual character 203b. on character 203b.
  • the client receives an instruction to shoot the candidate virtual character 203, the client controls the master virtual character 202 to shoot the second virtual character 203b.
  • the client terminal when the client terminal receives the switching operation triggered by the aiming switch control 204 again, the client terminal will remove the first virtual character 203a in the blacklist and move the currently determined aiming target ( The second avatar 203b) is added to the blacklist. Afterwards, the client determines the first avatar 203a with the highest priority from the remaining candidate avatars 203 based on the automatic aiming mechanism, as the aiming target of the master avatar 202 at this time, and switches and displays the aiming mark 207 on the first virtual character 203a. on character 203a. At this time, when the client receives an instruction to shoot the candidate virtual character 203, the client controls the master virtual character 202 to shoot the first virtual character 203a.
  • the client terminal When the client terminal receives the switching operation triggered on the aiming switching control 204, the client terminal will continue to determine the aiming target according to the above-mentioned mode of receiving the switching operation again.
  • the client will keep the aiming mark 207 displayed on the aiming target currently determined based on the switching operation. For example, based on the switching operation, the client switches the determined aiming target from the first avatar 203a to the second avatar 203b, then the client will keep the aiming mark 207 displayed on the second avatar 203b, that is, the second avatar Character 203b is always targeted. Until the second avatar 203b satisfies the aiming failure condition or after that the switching operation is received again.
  • the client can keep the aiming mark 207 displayed on the current aiming target by fixing the current aiming target at the first position of the self-sighting list.
  • the self-aiming list is a list that is updated based on the automatic aiming mechanism and is used to reflect the priority of the candidate virtual characters when they are aimed.
  • the client will remove the candidate avatar currently in the blacklist from the blacklist, and determine the candidate with the highest priority among the current multiple candidate avatars based on the automatic targeting mechanism
  • the avatar is the target at this time.
  • the current aiming target determined by the client based on the switching operation is the first virtual character 203a
  • the aiming target before the switching is the second virtual character 203b.
  • the user controls the master avatar 202 to shoot the first avatar 203a, after killing the first avatar 203a, the client will remove the second avatar 203b from the blacklist, and remove the first avatar based on the automatic aiming mechanism.
  • the candidate avatar with the highest priority eg, the second avatar 203b is determined as the aiming target.
  • the client will update the self-aiming list when the update timing is met, that is, the priority of each candidate avatar will be updated.
  • the update timing includes at least one of the current moment meeting the update cycle, receiving an instruction to control the master virtual character to shoot, and the aiming target meeting the aiming failure condition. Updating the auto-aiming list will affect the priority of each candidate avatar used by the client when determining the target based on the auto-aiming mechanism, thereby affecting the final target.
  • the client can switch the current aiming target of the master virtual character according to the switching operation and the automatic aiming mechanism. Therefore, when the aiming target determined by the automatic aiming mechanism does not conform to the user's subjective intention, a simple and fast aiming target switching mechanism can be provided. Switching between candidate virtual characters, this process is independent of other operations of the user controlling the master virtual character, which reduces the complexity of the user's operation when switching the aiming target.
  • FIG. 3 is a schematic flowchart of a method for displaying an aiming mark provided by an exemplary embodiment of the present application.
  • the method can be used in a client running on the terminal as shown in FIG. 1 , where the client is an application program supporting a virtual environment.
  • the method includes:
  • Step 301 Display a level interface, where the level interface displays a master virtual character and at least two candidate virtual characters in the virtual environment.
  • the level interface is the interface displayed by the client after the user opens a level of the game through the client.
  • the level interface includes a horizontal level level interface or a vertical level level interface, the horizontal level level interface is a horizontal screen interface, and the vertical level level interface includes a vertical screen interface.
  • the level interface also displays an aiming switch control, and the aiming switch control is used to switch the aiming target of the master virtual character when shooting when triggered.
  • the virtual environment is a three-dimensional virtual environment.
  • the virtual environment displayed by the client is collected through a camera model set up in the three-dimensional virtual environment.
  • the virtual environment includes at least one of a simulation environment of a city, a simulation environment of a forest, a simulation environment of an underground space, an underwater simulation environment, and a simulation environment of historical sites.
  • the acquisition direction of the camera model 401 erected in the three-dimensional virtual environment is perpendicular to the x-axis, assuming that the movement line of the master virtual character in the three-dimensional virtual environment is along the positive direction of the x-axis of the world coordinate system, Then, the horizontal version level interface shown in FIG. 2 is collected during the movement of the camera model 401 in the horizontal version viewing angle following the movement of the master virtual character along the positive half-axis direction of the x-axis.
  • the master virtual character is a movable object in the virtual environment controlled by the user, including virtual characters, virtual animals, cartoon characters, etc.
  • the user controls the master virtual character to shoot (attack) the candidate virtual characters.
  • the candidate virtual character is also a movable object in the virtual environment, and refers to a virtual character that supports aiming by an aiming mark, and the aiming mark is used to mark the aiming target of the master virtual character when shooting; the candidate virtual character can be Controlled by clients, such as NPCs.
  • the candidate virtual characters include virtual characters, virtual animals, cartoon characters, virtual monsters, virtual robots, virtual tanks, virtual planes, and the like.
  • the aiming toggle control is a button.
  • the button displays a pattern of aiming reticles.
  • the client controls candidate avatars through logical resources in the client, including code resources related to running logic.
  • Logic resources include but are not limited to: trigger logic of candidate avatars, movement logic of candidate avatars, attack logic of candidate avatars, appearance logic of neutral units, action logic of neutral units, launch logic of flying props, launch of ground vehicles At least one of the logic, the drop logic of the robot vehicle, and the reward drop logic, and the embodiment of the present application does not limit the specific type of the logic resource.
  • the horizontal screen level interface can also display the control controls 205b for controlling the main virtual character to run, the control controls 205a for jumping, the control controls 205c for throwing bombs, and the control controls 205c for shooting with virtual weapons.
  • Step 302 Display an aiming mark on a first avatar of the at least two candidate avatars.
  • the client can select at least two A first virtual character is determined from among the candidate virtual characters.
  • the distance is the distance between the candidate avatar and the master avatar in the 3D virtual environment
  • the killing benefit is the income obtained by the master avatar when the user controls the master avatar to kill the candidate avatar, including experience points.
  • at least one of money, virtual items, and attribute bonuses the client determines the priority of the candidate avatar according to the distance between the candidate avatar and the master avatar, and determines the candidate avatar with the highest priority as the first avatar.
  • the distance between the candidate avatar and the master avatar is negatively related to the priority of the candidate avatar, that is, the closer the candidate avatar is to the master avatar, the higher the priority, and the closer the candidate avatar is to the master avatar. The farther, the lower the priority.
  • the aiming mark is used to mark the aiming target of the master virtual character when shooting.
  • the aiming target of the master avatar refers to the target that the master avatar shoots when the client receives an instruction for controlling the master avatar to shoot.
  • the master virtual character shoots the candidate virtual character through a virtual weapon.
  • Virtual weapons include cold weapons, firearms, artillery, armored combat vehicles, riot weapons, biological and chemical weapons, nuclear weapons, new concept weapons, etc. Different virtual weapons correspond to different weapon attributes, including attack damage, attack range, and attack speed.
  • the master avatar When the master avatar shoots the aiming target with a virtual weapon that can only perform single attack, it will only cause damage to the aiming target; when the master avatar shoots the aiming target through the virtual weapon with AOE attack effect, While dealing damage to the aiming target, it will also cause damage to candidate avatars near the aiming target. For example, the closer you are to the target, the higher the damage.
  • the client terminal determines the first virtual character.
  • the client terminal will determine the candidate avatar as the aiming target.
  • the client when receiving an instruction for controlling the master avatar to shoot, the client will play the pistol equipped by the master avatar to emit virtual bullets, and the virtual bullet flies towards the aiming target. animation.
  • the pistol can only perform single attack, and the client determines the remaining health of the candidate avatar after the master avatar attacks the candidate avatar according to the pistol's attack damage and attack rate. When the remaining life value of the candidate avatar is 0, the candidate avatar is regarded as "killed".
  • the client receives a shooting operation triggered on the shooting control 205d, it determines that an instruction to control the master virtual character to attack is received.
  • Displaying the aiming mark on the first virtual character includes displaying the aiming mark on at least one position above, below, left, and right of the first virtual character and in the display area of the candidate virtual character.
  • Displaying the aiming mark in the display area of the candidate virtual character usually refers to displaying the aiming mark at the center or center of gravity of the candidate virtual character.
  • the aiming mark can mark the aiming target, so as to prompt the user to shoot the marked aiming target when controlling the master virtual character to shoot.
  • the aiming mark is a pattern of aiming reticles.
  • Step 303 In response to the switching operation of the aiming target, switch and display the aiming mark on the second virtual character among the at least two candidate virtual characters.
  • the client receives the switching operation of the aiming target triggered by the physical button, switches the aiming target from the first virtual character to the second virtual character, and switches and displays the aiming mark on the second virtual character.
  • the above-mentioned physical keys may be set on the terminal; or, may be set on an input device connected to the terminal, such as physical keys set on a gamepad, physical keys set on a keyboard, and the like.
  • the client switches and displays the aiming mark on the second virtual character. That is, when the client receives the touch operation for the aiming switch control, it is determined that the switch operation is received.
  • the touch operation includes at least one of single-click, double-click, and long-press, and the touch operation is triggered by the user's finger, a mouse, or an external device.
  • the information used by the client to determine the second virtual character is the same as the information used to determine the first virtual character. For example, the client determines the first virtual character according to the distance between the candidate virtual character and the master virtual character, and then determines the second virtual character according to the distance between the candidate virtual character and the master virtual character.
  • the client determines the first avatar when receiving the switching operation, it will determine the candidate avatar with the highest priority other than the first avatar as the second avatar. After that, when the client receives the switching operation again, the client will continue to determine the new aiming target in the above-mentioned manner.
  • the client will update the priority of the candidate virtual characters when the update timing is satisfied.
  • the update timing includes at least one of the current moment meeting the update cycle, receiving an instruction for controlling the master virtual character to shoot, and the aiming target meeting the aiming failure condition. Updating the priority of the candidate avatar will affect the priority of each candidate avatar used by the client when determining the aiming target, thereby affecting the final determined aiming target.
  • the update period is client-determined, eg, every second.
  • the aiming failure conditions include at least one of the aiming target's health value being zero, the distance between the aiming target and the master virtual character being greater than the maximum aiming distance, and the aiming target moving out of the level interface. For example, there is a virtual wall between the aiming target and the master avatar. At this time, the aiming target is outside the attack range of the master avatar, that is, the distance from the master avatar is greater than the maximum aiming distance.
  • the client switches and displays the aiming mark on the second virtual character, including moving the aiming mark displayed on the first virtual character and displaying it on the second virtual character, or canceling the display of the aiming mark on the first virtual character,
  • the aiming mark is then displayed on the second virtual character.
  • the aiming marks displayed on the first avatar and the second avatar are the same.
  • the aiming mark is displayed on the first virtual character among the at least two candidate virtual characters, and then the aiming mark is switched and displayed on the second virtual character according to the switching operation.
  • a simple and fast aiming target switching mechanism is provided, so that the user can switch between different high-priority candidate virtual characters in combination with the automatic aiming mechanism. This process is independent Since the user controls other operations of the master virtual character, the complexity of the user's operation when switching the aiming target is reduced.
  • FIG. 5 is a schematic flowchart of a method for displaying an aiming mark provided by another exemplary embodiment of the present application.
  • the method can be used in a client running on the terminal as shown in FIG. 1 , where the client is an application program supporting a virtual environment. As shown in Figure 5, the method includes:
  • Step 501 Display a level interface, where the level interface displays a master virtual character and at least two candidate virtual characters in the virtual environment.
  • step 501 For the detailed implementation of step 501, reference may be made to step 301, which will not be repeated here.
  • Step 502 Display an aiming mark on a first avatar among the at least two candidate avatars.
  • step 502 includes the following steps 5021 and 5022:
  • a first virtual character is determined from at least two candidate virtual characters based on the automatic aiming mechanism.
  • the first avatar is a candidate avatar with the highest priority determined by the automatic aiming mechanism.
  • the automatic aiming mechanism is an aiming mechanism for determining the first candidate virtual character as the aiming target based on the priority order of aiming at least two candidate virtual characters when the master virtual character is shooting.
  • the automatic aiming mechanism is based on the distance between the master virtual character and the candidate virtual character in the virtual environment, the remaining health value of the candidate virtual character, the remaining health value percentage of the candidate virtual character, and the corresponding killing benefit of the candidate virtual character.
  • the first candidate avatar is determined as an aiming mechanism for aiming at the target.
  • the embodiments of the present application mainly describe the distance-based automatic aiming mechanism.
  • the client When the user starts a game (or a level) through the client, the client will display the above-mentioned level interface, and determine the first virtual character based on the automatic aiming mechanism.
  • the client can determine an attackable candidate avatar that is within the attack range of the master avatar. Then, according to the distance between the attackable candidate avatar and the master avatar, the priority of the attackable candidate avatar is determined.
  • the candidate avatars displayed in the same level interface as the master avatar may be outside the attack range of the master avatar.
  • the client only determines the priority of the candidate avatars within the attack range of the master avatar. level, and only the first avatar is determined among the attackable candidate avatars.
  • the attacking range is determined according to the attacking distance of the virtual weapon equipped by the master virtual character. Different virtual weapons correspond to different or the same attack range. For example, the attack range of the virtual pistol is smaller than that of the virtual rifle.
  • the first virtual character determined by the client is a candidate virtual character closest to the master virtual character.
  • the first virtual character is the aiming target of the master virtual character, and the aiming target of the master virtual character refers to the target shot by the master virtual character when the client receives an instruction for controlling the master virtual character to shoot.
  • the master avatar shoots the aiming target with a virtual weapon that can only perform single attack (such as pistol, rifle, machine gun), it will only cause damage to the aiming target.
  • the master avatar shoots the aiming target through a virtual weapon with AOE attack effect (such as bombs, rocket launchers, laser launchers), it will not only damage the aiming target, but also cause damage to candidate avatars near the aiming target. harm.
  • the client can also sort the candidate avatars according to the order of priority from high to low, so as to obtain a self-aiming list.
  • the first candidate virtual character in the self-aiming list is determined as the first virtual character.
  • the self-aiming list is a priority list updated based on the automatic aiming mechanism, which can reflect the priority of the candidate virtual characters.
  • the client determines the first candidate avatar in the self-aiming list as the first avatar.
  • the IDs of each candidate virtual character are stored in the self-aiming list.
  • the self-aiming list is stored in a cache (cache) of the terminal where the client is located, in a random access memory (Random Access Memory, RAM) or in a read-only memory (Read-Only Memory, ROM).
  • the client will update the automatic aiming mechanism when the update timing is met, that is, update the priority of the candidate virtual characters. Updating the priority of the candidate avatar will affect the priority of each candidate avatar used by the client when determining the aiming target, thereby affecting the final determined aiming target.
  • the update timing of the automatic targeting mechanism includes at least one of the following timings:
  • the update period is client-determined, eg, every second.
  • the command to control the main control avatar to shoot is triggered by a touch operation on the shooting control in the level interface, or triggered by the physical button or external device of the terminal where the client is located, or triggered by the user's voice command .
  • Aiming failure conditions are conditions that indicate that the aiming target is beyond the aiming range of the master avatar, such as the aiming target's health value is zero, the distance between the aiming target and the master avatar is greater than the maximum aiming distance, and the aiming target has moved out of the level interface. at least one of. For example, there is a virtual wall between the aiming target and the master avatar. At this time, the aiming target is outside the attacking range of the master avatar, that is, the distance from the master avatar is greater than the maximum aiming distance.
  • step 5022 an aiming mark is displayed on the first avatar.
  • the aiming mark is used to mark the aiming target of the master virtual character when shooting.
  • the client will continue to update the first virtual character based on the automatic aiming mechanism. For example, after the client determines the first avatar, with the movement of the candidate avatar, if the first avatar is not the candidate avatar closest to the master avatar, the client will The closest candidate avatar of the avatar is determined as the updated first avatar, and the aiming mark is switched and displayed on the updated first avatar.
  • the self-aiming list determined by the client includes a first virtual character 203a, a second virtual character 203b and a third virtual The character, that is, the first virtual character 203a is determined as the aiming target, and the aiming mark 207 is displayed on the first virtual character 203a.
  • Step 503 In response to the switching operation of the aiming target, switch and display the aiming mark on the second virtual character among the at least two candidate virtual characters.
  • the priority of the second avatar is only lower than that of the first avatar, that is, the distance corresponding to the second avatar is the smallest among the distances between the candidate avatar and the master avatar.
  • step 503 includes the following steps 5031 and 5032:
  • step 5031 in response to the switching operation of the aiming target, a second virtual character is determined among the at least two candidate virtual characters based on the automatic aiming mechanism.
  • the second avatar is a candidate avatar with the highest priority other than the first avatar determined by the automatic aiming mechanism.
  • the client adds the first avatar to the blacklist; based on the automatic aiming mechanism, a candidate avatar with the highest priority is determined among the remaining avatars as the second avatar.
  • the remaining avatars are candidate avatars other than the first avatar among the at least two candidate avatars.
  • the client directly adds the first avatar to the blacklist; when there is a third avatar in the blacklist, the client adds the first avatar to the blacklist.
  • the third avatar is removed from the blacklist, and the first avatar is added to the blacklist.
  • the third avatar is a candidate avatar included in the at least two candidate avatars. For example, the client removes the third avatar from the blacklist, and moves the first avatar from the self-aiming list into the blacklist. If the third avatar is closest to the master avatar at this time, the client removes the third avatar from the self-aiming list. Determined to be the second virtual character.
  • the blacklist is empty, including the candidate avatars in the blacklist that meet the targeting failure conditions, that is, when the candidate avatars in the blacklist meet the targeting failure conditions, the client will put the candidate avatars that meet the targeting failure conditions in the blacklist. removed from the list. For example, in response to the first avatar meeting the aiming failure condition, the client removes the first avatar that has been added to the blacklist from the blacklist. And, the currently triggered switching operation is the first switching operation after starting a game (the candidate virtual characters are not moved to the blacklist at this time). There is a third virtual character in the blacklist, which means that the currently triggered switching operation is not the first switching operation after starting a game.
  • the client When the client removes the third virtual character from the blacklist, at this time, when determining the second virtual character, the client can use the third virtual character as a preselected second virtual character. If the first virtual character is moved into the blacklist, the client will not consider the first virtual character when determining the second virtual character at this time.
  • the client can establish a blacklist corresponding to the self-aiming list, and the blacklist stores the identifiers of at most one candidate virtual character.
  • the blacklist is stored in the cache, or RAM, or ROM of the terminal where the client is located.
  • the blacklist and the self-aiming list are stored in the same location, for example, both the blacklist and the self-aiming list are stored in the aforementioned cache, or RAM, or ROM.
  • the self-aiming list determined by the client includes the first avatar 203a, the second avatar 203b and the third avatar 203c.
  • the client receives the switching operation, it will An avatar 203a is directly moved into the blacklist (the first switching operation), and then the candidate avatar with the highest priority in the self-aiming list (ie, the second avatar 203b) is determined as the aiming target at this time.
  • the self-aiming list 801 determined by the client at the first moment includes A, B, C, and D
  • the blacklist 802 is empty
  • the first virtual character is A at this time.
  • the client receives the switching operation at the second moment, at this time, the client moves A into the blacklist 802 and determines the first candidate avatar B in the self-aiming list 801 at this time as the second avatar.
  • step 5032 an aiming mark is displayed on the second avatar.
  • the client switches and displays the aiming mark on the second virtual character, including moving the aiming mark displayed on the first virtual character and displaying it on the second virtual character, or canceling the display of the aiming mark on the first virtual character,
  • the aiming mark is then displayed on the second virtual character.
  • the aiming marks displayed on the first avatar and the second avatar are the same.
  • Step 504 Keep the aiming mark displayed on the second avatar under the condition that the aiming failure condition is not triggered.
  • the client will fix the second avatar at the top of the self-aiming list, so as to keep the aiming mark displayed on the second avatar.
  • the candidate avatar that is fixed at the top of the self-aiming list will always be the aiming target until the aiming failure condition is met and the aiming target is switched next time. That is, when the user controls the master virtual character to shoot, the user always shoots the aiming target before killing the current aiming target and before performing the switching operation.
  • the candidate avatar fixed at the top of the self-aiming list is the aiming target determined by the switching operation. Therefore, the aiming target is the target that the user expects to attack.
  • the aiming failure condition includes that the second virtual character satisfies the aiming failure condition, and specifically includes at least one of the following conditions:
  • the distance between the second avatar and the master avatar is greater than the maximum aiming distance
  • the user controls the master avatar to attack the second avatar, and when the life value of the second avatar is 0, the second avatar satisfies the aiming failure condition.
  • the second virtual character runs to one side of the virtual environment.
  • the second virtual character runs out of the virtual environment and has not been killed by the master virtual character, the second virtual character satisfies the aiming failure condition.
  • the second avatar satisfies the aiming failure condition.
  • the client will remove the candidate avatar currently in the blacklist from the blacklist, then there is no candidate avatar in the blacklist at this time, and then based on the automatic targeting mechanism Among the avatars, a candidate avatar with the highest priority (the first candidate avatar in the self-aiming list) is determined as an aiming target at this time, and an aiming mark is displayed on the aiming target. That is, when the client determines that the second virtual character satisfies the aiming failure condition, the client can also automatically determine a new aiming target for the master virtual character.
  • the client determines the first virtual character as the aiming target, and then uses the second virtual character as the aiming target according to the switching operation, and at this time the first virtual character is in the blacklist.
  • the client will remove the first avatar from the blacklist. If the first avatar is closest to the master avatar at this time, the client will determine the first avatar as the new avatar aiming target.
  • FIG. 9 is a schematic diagram of a horizontal level interface provided by another exemplary embodiment of the present application.
  • the client determines the first avatar closest to the master avatar 901 from the first avatar 902a, the second avatar 902b and the third avatar 902c
  • the virtual character 902a serves as the aiming target.
  • the second avatar 902b is determined as the aiming target, and the first avatar 902a is in the blacklist at this time.
  • the client displays an animation of the virtual weapon of the master virtual character 901 firing virtual bullets 903 according to the command to control the master virtual character to attack, and determines the remaining life value of the second virtual character 902b according to the damage of the virtual weapon.
  • the client removes the first virtual character 902a from the blacklist. Since the distance between the third avatar 902c and the master avatar 901 after moving is smaller than the distance between the first avatar 902a and the master avatar 901, the client will select the first (highest priority) candidate avatar in the self-aiming list The character, that is, the third virtual character 902c is determined to be aimed at the target.
  • the aiming mark is displayed on the first virtual character among the at least two candidate virtual characters, and then the aiming mark is switched and displayed on the second virtual character according to the switching operation.
  • a simple and fast aiming target switching mechanism is provided, so that the user can switch between different high-priority candidate virtual characters in combination with the automatic aiming mechanism. This process is independent Since the user controls other operations of the master virtual character, the complexity of the user's operation when switching the aiming target is reduced.
  • the method provided by this embodiment also provides an automatic and fast system that can achieve Determines and toggles the way to aim.
  • the method provided by this embodiment also determines the aiming target to be switched to from the remaining virtual characters according to the priority by adding the candidate virtual characters to the blacklist, without considering other factors, thereby improving the efficiency of determining the aiming target.
  • the candidate avatars in the blacklist are updated in different ways, so that at most one candidate avatar exists in the blacklist, so that only one candidate avatar exists in the blacklist. Switch between the two candidate avatars with the highest priority and the second highest priority to aim at the target. In the scenario where the candidate virtual character can be quickly killed, the user can quickly switch to aiming at the target, and the user experience can be improved.
  • the method provided by this embodiment also removes the candidate avatars from the blacklist when the candidate avatars in the blacklist meet the targeting failure condition, thereby preventing the candidate avatars that meet the targeting failure condition from affecting the targeting target determined by the automatic targeting mechanism.
  • the aiming mark is kept displayed on the second virtual character under the condition that the aiming failure condition is not triggered. Therefore, before the second avatar is killed and the switching operation is not performed, the second avatar is always attacked.
  • the second virtual character is the target that the user expects to attack, and the mechanism of always attacking the target that the user expects to attack can improve user experience.
  • the aiming mark is kept displayed on the second virtual character by fixing the second virtual character at the first position of the self-targeting list.
  • the method provided by this embodiment also realizes the automatic determination of a new aiming target when the aiming failure condition is triggered by establishing the aiming failure condition. It can avoid the problem of missing the aiming target.
  • the candidate virtual character with the highest priority is always determined as the aiming target through the automatic aiming mechanism.
  • the aiming target can be automatically determined after the game starts, and the aiming target can be switched according to the switching operation. Improves the accuracy and efficiency of targeting.
  • the method provided by this embodiment also ensures that when the priority of the candidate virtual characters changes, the aiming target is always determined according to the principle of the highest priority, so as to ensure that the user can attack the candidate virtual character with the highest priority. Improved user experience.
  • FIG. 10 is a schematic diagram of an implementation process of determining an aiming target provided by an exemplary embodiment of the present application.
  • Step 11 when the client starts a game, it will establish a self-aiming list based on the automatic aiming mechanism, according to the distance between the candidate avatar and the master avatar, and also create a blacklist corresponding to the self-aiming list. Afterwards, the first candidate virtual character in the self-aiming list is determined as the first virtual character, and an aiming mark is displayed on the first virtual character.
  • Step 12 When the switching operation is received, the first avatar will be moved into the blacklist, and the first candidate avatar in the self-aiming list will be determined as the second avatar, and the second avatar will be locked as the aiming target.
  • Step 13 When the switching operation is received again, the steps of removing the candidate avatars in the blacklist and determining the second avatar will be cyclically executed. During this process, when the aiming failure condition is triggered (the aiming target determined based on the switching operation meets the aiming failure condition), the client will re-determine the aiming target based on the automatic aiming mechanism, and display the aiming mark on the newly determined aiming target. Afterwards, when the switching operation is received, the execution continues from the step of determining the second virtual character. Step 14, the client will continuously update the self-aiming list at the update timing of the automatic targeting mechanism, that is, update the priority of the candidate avatars, thereby affecting the determination result of determining the aiming target each time.
  • a continuous switching operation may also be triggered in the client, and the continuous switching operation is used to continuously trigger the function of automatically switching the aiming target.
  • the continuous switching operation can be triggered by a physical button, for example, it can be triggered by a designated physical button on the terminal, or triggered by a physical button on a handle, and there is a wired or wireless connection between the handle and the terminal; or, The continuous switching operation is triggered by the aiming switching control displayed on the level interface, that is, the aiming switching control has the triggering function of the continuous switching operation.
  • the client displays the first aiming mark on the first virtual character, and then switches the first aiming mark on the first virtual character to the second aiming mark in response to the continuous switching operation of the aiming target;
  • the first shooting operation is performed on the first virtual character, and the second aiming mark is switched and displayed on the second virtual character.
  • the second aiming mark and the first aiming mark are different types of aiming marks, for example, the shapes of the first and second aiming marks are different, and for example, the colors of the first and second aiming marks are different.
  • the triggering method of the continuous switching operation is different from that of the above switching operation.
  • the continuous switching operation is triggered by a long press, and the switching operation is triggered by a click.
  • the client after the second aiming mark is switched and displayed on the second virtual character, the client also responds to the second shooting operation to aim at the target, shooting the second virtual character, and switching and displaying the second aiming mark on the second virtual character. on the first avatar.
  • This switching method can switch between the candidate virtual characters with the highest priority and the second highest priority to switch aiming at the target for shooting, and can achieve the effect of simultaneously attacking multiple candidate virtual characters.
  • the above-mentioned at least two candidate virtual characters include a third virtual character; after the second aiming mark is switched and displayed on the second virtual character, the client can also respond to the third shooting operation on the aiming target, The two avatars shoot, and the second aiming mark is switched and displayed on the third avatar.
  • the client determines, according to the priority order in the self-aiming list, a third avatar that is arranged after the second avatar, that is, after the at least two candidate avatars.
  • the priority order of the third avatar is the third, and the second aiming mark is switched and displayed on the third avatar; then in response to the fourth shooting operation on the aiming target, the third avatar is fired, and the
  • the second aiming mark is switched and displayed on the first avatar, and a round of shooting refers to the process of sequentially firing at least two candidate avatars. That is, the client sequentially shoots at least two candidate virtual characters according to the priority order in the self-aiming list. For example, in the case that there are candidate avatars in the blacklist, the candidate avatars in the blacklist are moved back to the self-aiming list, and then a round of shooting is performed.
  • the client also updates the self-aiming list when the update timing is met; after the self-aiming list is updated, the client performs a round of shooting according to the updated self-aiming list.
  • the level interface is displayed with a shooting control; the client can shoot the aiming target in response to the shooting operation triggered on the shooting control.
  • the client can fire the aiming target in response to the shooting operation on the physical button.
  • the aiming target refers to the candidate avatar marked by the aiming mark when the master avatar shoots.
  • This switching method can shoot at least two candidate virtual characters in sequence, so as to achieve the effect of simultaneously attacking multiple candidate virtual characters, and provide the user with a game experience similar to shooting.
  • FIG. 11 is a schematic structural diagram of a display device for an aiming mark provided by an exemplary embodiment of the present application.
  • the apparatus can be used in a client running on the terminal as shown in FIG. 1 , where the client is an application program supporting a virtual environment.
  • the device 1100 includes:
  • the display module 1101 is used to display a checkpoint interface.
  • the checkpoint interface displays a master virtual character located in the virtual environment and at least two candidate virtual characters.
  • the candidate virtual characters refer to virtual characters that support targeting by targeting marks. To mark the aiming target of the master avatar when shooting;
  • a display module 1101 configured to display an aiming mark on a first virtual character in the at least two candidate virtual characters
  • the display module 1101 is configured to switch and display the aiming mark on the second virtual character among the at least two candidate virtual characters in response to the switching operation of the aiming target.
  • the display module 1101 includes:
  • the determination sub-module 11011 is configured to determine a first virtual character among the at least two candidate virtual characters based on the automatic aiming mechanism; the first virtual character is the candidate virtual character with the highest priority determined by the automatic aiming mechanism.
  • the display sub-module 11012 is used to display the aiming mark on the first virtual character.
  • the determination sub-module 11011 is configured to, in response to the switching operation of the aiming target, determine a second virtual character among the at least two candidate virtual characters based on the automatic aiming mechanism, and the second virtual character is determined by the automatic aiming mechanism except for the first virtual character.
  • the display sub-module 11012 is used to display the aiming mark on the second virtual character.
  • the sub-module 11011 is determined, including:
  • the processing unit 110111 is configured to add the first virtual character to the blacklist.
  • the determining unit 110112 is configured to determine the candidate virtual character with the highest priority among the remaining virtual characters based on the automatic aiming mechanism, as the second virtual character, and the remaining virtual character is at least two candidate virtual characters except the first virtual character. Candidate avatars.
  • the processing unit 110111 is configured to directly add the first virtual character to the blacklist when the blacklist is empty.
  • the at least two candidate avatars include a third avatar
  • the processing unit 110111 is configured to remove the third virtual character from the blacklist when there is a third virtual character in the blacklist, and add the first virtual character to the blacklist.
  • the processing unit 110111 is configured to remove the first avatar from the blacklist in response to the first avatar meeting the aiming failure condition; the aiming failure condition is to indicate that the aiming target exceeds the aiming of the master avatar range conditions.
  • the display module 1101 is configured to keep the aiming mark displayed on the second avatar when the aiming failure condition is not triggered; the aiming failure condition is to indicate that the aiming target exceeds the aiming of the master virtual character range conditions.
  • the processing unit 110111 is configured to fix the second avatar at the first position of the self-aiming list under the condition that the aiming failure condition is not triggered, so as to keep the aiming mark displayed on the second avatar.
  • the auto-aiming list is a priority list updated based on the auto-aiming mechanism; the auto-aiming mechanism is based on the priority order of aiming at least two candidate avatars when the master avatar is shooting, and the first candidate avatar will be The targeting mechanism identified as the targeting target.
  • the aiming failure condition includes at least one of the following conditions:
  • the life value of the second virtual character is zero
  • the distance between the second avatar and the first avatar is greater than the maximum aiming distance
  • the second virtual character moves out of the level interface.
  • the automatic targeting mechanism is based on the distance between the master avatar and the candidate avatar in the virtual environment, the remaining health of the candidate avatar, the percentage of the remaining health of the candidate avatar, and the correspondence of the candidate avatar After at least two candidate virtual characters are prioritized by at least one element in the kill benefit, the first candidate virtual character is determined as an aiming mechanism for aiming at the target.
  • the update timing of the automatic targeting mechanism includes at least one of the following timings:
  • the aiming target satisfies the aiming failure condition;
  • the aiming failure condition is a condition indicating that the aiming target exceeds the aiming range of the master virtual character.
  • the level interface is displayed with shooting controls
  • the display module 1101 is used to display the first aiming mark on the first virtual character
  • the display module 1101 is used for switching the first type of aiming mark on the first virtual character to the second aiming mark in response to the continuous switching operation of the aiming target, and the second aiming mark and the first aiming mark are different types of aiming marks ;
  • the display module 1101 is configured to, in response to the first shooting operation for aiming at the target, shoot the first virtual character, and switch and display the second aiming mark on the second virtual character.
  • the display module 1101 is configured to, after switching and displaying the second aiming mark on the second virtual character, shoot the second virtual character in response to the second shooting operation aiming at the target, and display the second aiming mark on the second virtual character.
  • the second aiming mark is switched and displayed on the first avatar.
  • the at least two candidate avatars include a third avatar
  • the display module 1101 is configured to, after the second aiming mark is switched and displayed on the second virtual character, in response to the third shooting operation aiming at the target, shoot the second virtual character, and switch and display the second aiming mark on the second virtual character. on three virtual characters.
  • the display module 1101 is configured to, after switching and displaying the second aiming mark on the third virtual character, shoot the third virtual character in response to the fourth shooting operation aiming at the target; and
  • the third virtual character is the last unfired character in a round of shooting
  • the second aiming mark is switched and displayed on the first virtual character, and a round of shooting refers to the process of sequentially firing at least two candidate virtual characters.
  • the embodiments of the present application also provide a computer device, the computer device includes: a processor and a memory, and the memory stores at least one instruction, at least one piece of program, code set or instruction set, at least one instruction, at least one piece of program, code
  • the set or instruction set is loaded and executed by the processor to implement the method for displaying the aiming mark provided by the above method embodiments.
  • the computer device is a terminal.
  • FIG. 14 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.
  • the terminal 1400 includes: a processor 1401 and a memory 1402 .
  • the processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1401 can use at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array, programmable logic array) accomplish.
  • the processor 1401 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor for processing data in a standby state.
  • the processor 1401 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1401 may further include an AI (Artificial Intelligence, artificial intelligence) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, a non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction for being executed by the processor 1401 to implement the aiming mark provided by the method embodiments of the present application display method.
  • FIG. 14 does not constitute a limitation on the terminal 1400, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • Embodiments of the present application also provide a computer-readable storage medium, where at least one piece of program code is stored in the computer-readable storage medium, and when the program code is loaded and executed by a processor of a computer device, the above-mentioned methods are implemented.
  • the display method of the aiming mark provided by the example.
  • the application also provides a computer program product or computer program, the computer program product or computer program comprising computer instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the method for displaying the aiming mark provided by the above method embodiments.

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Abstract

本申请公开了一种瞄准标记的显示方法、装置、设备及存储介质,属于支持虚拟环境的应用程序领域。该方法包括:显示关卡界面,关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色;在至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记,瞄准标记用于标记出瞄准目标;响应于对瞄准目标的切换操作,将瞄准标记切换显示在至少两个候选虚拟角色中的第二虚拟角色上。该方法能够在自动瞄准的瞄准目标不符合用户的主观意图时,提供一种简单快捷的瞄准目标切换机制,使得用户能够通过切换操作切换不同候选虚拟角色作为瞄准目标,此过程独立于用户控制主控虚拟角色的其他操作,降低了切换瞄准目标时用户的操作的复杂度。

Description

瞄准标记的显示方法、装置、设备及存储介质
本申请要求于2021年01月21日提交的申请号为202110084109.8、发明名称为“瞄准标记的显示方法、装置、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及支持虚拟环境的应用程序领域,特别涉及一种瞄准标记的显示方法、装置、设备及存储介质。
背景技术
在横版射击游戏中,用户需要控制虚拟角色攻击虚拟角色附近的敌方单位,并“击杀”敌方单位,从而进行“闯关”,进而获得游戏的胜利。
在用户控制虚拟角色对敌方单位进行攻击(或射击)时,客户端中的自动瞄准机制会从多个敌方单位中确定虚拟角色的瞄准目标。通常,客户端首先确定虚拟角色与敌方单位在三维虚拟环境中的距离,之后将距离虚拟角色最近的敌方单位,自动作为虚拟角色的瞄准目标。也即,用户在控制虚拟角色攻击敌方单位时,会优先攻击距离虚拟角色最近的敌方单位。用户通过控制虚拟角色移动,能够改变虚拟角色与敌方单位的距离,从而改变虚拟角色的瞄准目标。
自动瞄准机制确定出的瞄准目标可能不符合用户的主观意图。用户通过上述自动瞄准机制改变虚拟角色的瞄准目标时,由于在控制虚拟角色移动时还受其他因素影响(例如躲避敌方单位的攻击),导致用户通过控制虚拟角色移动来切换瞄准目标的操作较复杂。
发明内容
根据本申请的一方面,提供了一种瞄准标记的显示方法,所述方法包括:
显示关卡界面,所述关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色,所述候选虚拟角色是指支持被瞄准标记进行瞄准的虚拟角色,所述瞄准标记用于标记出所述主控虚拟角色在射击时的瞄准目标;
在所述至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记;
响应于对所述瞄准目标的切换操作,将所述瞄准标记切换显示在所述至少两个候选虚拟角色中的第二虚拟角色上。
根据本申请的另一方面,提供了一种瞄准标记的显示装置,所述装置包括:
显示模块,用于显示关卡界面,所述关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色,所述候选虚拟角色是指支持被瞄准标记进行瞄准的虚拟角色,所述瞄准标记用于标记出所述主控虚拟角色在射击时的瞄准目标;
所述显示模块,还用于在所述至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记;
所述显示模块,还用于响应于对所述瞄准目标的切换操作,将所述瞄准标记切换显示在所述至少两个候选虚拟角色中的第二虚拟角色上。
根据本申请的另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上方面所述的瞄准标记的显示方法。
根据本申请的另一方面,提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条程序代码,所述程序代码由处理器加载并执行以实现如上方面所述的瞄准标 记的显示方法。
根据本申请的另一方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面的各种可选实现方式中提供的瞄准标记的显示方法。
本申请提供的技术方案带来的有益效果至少包括:
通过在至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记,之后根据切换操作,将瞄准标记切换显示在第二虚拟角色上。在自动瞄准的瞄准目标不符合用户的主观意图时,提供一种简单快捷的瞄准目标切换机制,使得用户能够通过切换操作切换不同的虚拟角色作为瞄准目标,此过程独立于用户控制主控虚拟角色的其他操作,降低了切换瞄准目标时用户的操作的复杂度。
附图说明
图1是本申请一个示例性实施例提供的计算机***的结构框图;
图2是本申请一个示例性实施例提供的横版关卡界面的示意图;
图3是本申请一个示例性实施例提供的瞄准标记的显示方法的流程示意图;
图4是本申请一个示例性实施例提供的显示虚拟环境的实现原理的示意图;
图5是本申请另一个示例性实施例提供的瞄准标记的显示方法的流程示意图;
图6是本申请一个示例性实施例提供的在第一虚拟角色上显示瞄准标记的实现过程的示意图;
图7是本申请又一个示例性实施例提供的在第二虚拟角色上显示瞄准标记的实现过程的示意图;
图8是本申请一个示例性实施例提供的自瞄列表以及黑名单的示意图;
图9是本申请另一个示例性实施例提供的横版关卡界面的示意图;
图10是本申请一个示例性实施例提供的确定瞄准目标的实现过程的示意图;
图11是本申请一个示例性实施例提供的瞄准标记的显示装置的结构示意图;
图12是本申请一个示例性实施例提供的显示模块的结构示意图;
图13是本申请一个示例性实施例提供的确定子模块的结构示意图;
图14是本申请一个示例性实施例提供的终端的结构示意图。
具体实施方式
首先,对本申请实施例中涉及的名词进行介绍:
横版游戏:是指将游戏角色的移动路线控制在水平画面上的游戏。横版游戏中的全部画面或绝大部分画面中,游戏角色的移动路线都是沿着水平方向进行的。按照内容来分,横版游戏分为横版过关、横版冒险、横版竞技、横版策略等游戏;按照技术来分,横版游戏分为二维(2D)横版游戏和三维(3D)横版游戏。
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是真实世界的仿真环境、半仿真半虚构的环境、纯虚构的环境中的至少一种。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请实施例对此不加以限定。
可选地,该虚拟环境可以提供虚拟角色的对战环境。示例地,在横版游戏中,一个或两个虚拟角色在虚拟环境中进行单局对战,虚拟角色通过躲避敌方角色发起的攻击和虚拟环境中存在的危险(比如,毒气圈、沼泽地等)来达到在虚拟环境中存活的目的,当虚拟角色在虚拟环境中的生命值为零时,虚拟角色在虚拟环境中的生命结束,最后顺利通过关卡内的路线的虚拟角色是获胜方。每一个客户端可以控制虚拟环境中的一个或多个虚拟角色。可选地,该对战的竞技模式可以包括单人对战模式、双人小组对战模式或者多人大组对战模式,本实 施例对对战模式不加以限定。
示例地,关卡画面是以虚拟角色的横屏视角对虚拟环境进行观察的画面,比如,以虚拟角色的右侧垂直方向对虚拟角色进行观察的射击游戏。该关卡画面指横版关卡画面或竖版关卡画面,横版关卡画面在水平方向的长度不小于竖直方向的长度,竖版关卡画面在水平方向的长度不大于竖直方向的长度。可选地,终端在显示关卡画面时,支持在竖版关卡画面与横版关卡画面之间进行切换。例如,在终端的长度方向为水平方向的情况下,终端显示横版关卡画面,在终端的长度方向变化为竖直方向的情况下,终端会将横版关卡画面切换显示为竖版关卡画面。横版关卡画面与竖版关卡画面在虚拟环境的显示范围方面存在差异。上述切换过程是终端上的客户端提供的功能,在实现切换的过程中,客户端会获取终端的传感器提供的信息,从而判断终端的放置方向,进而确定当前显示关卡画面的方式。示例地,该传感器指陀螺仪传感器。
虚拟角色:是指虚拟环境中由用户控制的至少一个可活动对象。该虚拟角色可以是虚拟人物、虚拟动物、动漫人物等。可选地,虚拟角色是基于动画骨骼技术创建的三维立体模型。每个虚拟角色在虚拟环境中具有自身的形状和体积,占据虚拟环境中的一部分空间。
该虚拟角色包括主控虚拟角色和候选虚拟角色。主控虚拟角色是指由当前用户控制的虚拟角色。候选虚拟角色是指支持被瞄准标记进行瞄准的虚拟角色,也即候选虚拟角色是指支持被主控角色进行瞄准与攻击的虚拟角色;候选虚拟角色包括敌方角色,敌方角色是指在竞技(包括对战)中处于主控虚拟角色的对立阵营的虚拟角色。敌方角色可以是其他用户控制的虚拟角色;也可以是非玩家角色(Non-Player Character,NPC),比如,敌方角色可以是虚拟人物、虚拟动物、动漫人物、虚拟怪物、虚拟机器人、虚拟坦克、虚拟飞机等。用户可以控制虚拟角色对敌方角色进行攻击。
虚拟道具:包括虚拟武器、功能道具以及虚拟装备中的至少一个。示例地,本申请实施例中的虚拟道具是指虚拟武器,虚拟武器是虚拟角色在虚拟环境中能够使用的武器。示例地,虚拟武器是虚拟角色使用后会对所攻击的敌方角色的活动状态或生命值产生影响的道具。虚拟武器包括冷兵器、枪械、火炮、装甲战斗载具、防暴武器、生化武器、核武器、新概念武器等。例如,虚拟道具可以是刀、枪、剑、***、步枪、冲锋枪、机枪、特种枪、散弹枪、***、火箭炮、迫击炮、坦克炮、加农炮、导弹、激光武器、微波武器、粒子束武器、动能拦截弹、电磁炮、脉冲武器、信号干扰武器等。不同的虚拟武器对应不同的武器属性,包括攻击伤害、攻击范围以及攻击速率等。用户控制虚拟角色采用不同的虚拟武器攻击敌方角色时,根据武器属性不同能够产生不同的攻击效果,包括针对单一敌方角色的单体攻击以及针对某一范围内的敌方角色的范围影响(Area Of Effect,AOE)攻击。
第三人称射击游戏(Third-Person Shooting Game,TPS):是指用户能够以第三人称视角进行的射击游戏,游戏中的虚拟环境的画面是以第三人称视角(即用户视角)对虚拟环境进行观察的画面。在游戏中,用户通过控制虚拟角色攻击敌方角色,从而击杀敌方角色,不断进行“闯关”,进而获得游戏胜利游戏。虚拟角色与敌方角色对应有生命值,当生命值为0时,视为虚拟角色或敌方角色“被击杀”。可选地,在第三人称射击游戏中,还能够采用组队对战模式进行游戏,组队对战模式指由两个或两个以上的用户组队进行“闯关”,每个用户分别控制自己的虚拟角色,对敌方角色进行攻击。本申请实施例对对战模式不加以限定。
用户界面(User Interface,UI)控件:是指在应用程序的用户界面上能够看见的任何可视控件或元素,比如,图片、输入框、文本框、按钮、标签等控件,其中一些UI控件响应用户的操作,比如,用户在输入框中能够输入文字,用户通过上述UI控件与用户界面进行信息交互。
本申请中提供的方法可以应用于具有虚拟环境、主控虚拟角色和候选虚拟角色的应用程序中。示例地,支持虚拟环境的应用程序是用户可以控制主控虚拟角色在虚拟环境内移动以 及攻击候选虚拟角色的应用程序。示例地,本申请中提供的方法可以应用于:虚拟现实(Virtual Reality,VR)程序、增强现实(Augmented Reality,AR)程序、三维地图程序、虚拟现实游戏、增强现实游戏、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、策略游戏(Simulation Game,SLG)中的至少一种程序中。
示例地,虚拟环境中的游戏由一个或多个游戏世界的地图构成,游戏中的虚拟环境模拟现实世界的场景,用户可以操控游戏中的主控虚拟角色在虚拟环境中进行行走、跑步、跳跃、射击、格斗、驾驶、使用虚拟武器攻击敌方角色等动作,交互性较强。可选地,该游戏还能够支持多个用户在线组队进行游戏。
在一些实施例中,上述应用程序可以是射击类游戏、竞速类游戏、角色扮演类游戏、冒险类游戏、沙盒游戏、战术竞技游戏等程序。上述应用程序可以运行于Windows操作***、苹果操作***(Macintosh Operation System,Mac OS)、安卓操作***、IOS(Iphone Operation System)和LINUX操作***中的至少一种操作***中,可选地,不同操作***的应用程序还能够互联互通。上述应用程序是适用于具有触摸屏的移动终端上的程序。上述应用程序是基于三维引擎开发的应用程序,比如三维引擎是Unity引擎。
图1是本申请一个示例性实施例提供的计算机***的结构框图。该计算机***100包括:第一终端110和服务器120。
第一终端110安装和运行有支持虚拟环境的应用程序。可选地,当该应用程序支持上述组队对战模式时,该计算机***100还能够包括第二终端130。第一终端110是第一用户使用的终端,第一用户使用第一终端110控制位于虚拟环境中的第一主控虚拟角色进行游戏;包括调整第一主控虚拟角色的身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、攻击敌方角色、拾取虚拟武器、装备虚拟武器、切换当前使用的虚拟武器以及确定第一主控虚拟角色的瞄准目标中的至少一种。
第一终端110通过无线网络或有线网络与服务器120相连。
服务器120包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示意性的,服务器120包括处理器121、用户帐号数据库122、对战服务模块123、面向用户的输入/输出接口(Input/Output Interface,I/O接口)124。其中,处理器121用于加载服务器120中存储的指令,处理用户帐号数据库122和对战服务模块123中的数据;用户帐号数据库122用于存储第一终端110以及第二终端130所使用的用户帐号的数据,比如用户帐号的头像、用户帐号的昵称以及用户帐号所在的服务区;对战服务模块123用于实现组队对战模式;面向用户的I/O接口124用于通过无线网络或有线网络和第一终端110建立通信交换数据。
可选地,服务器120承担主要计算工作,第一终端110和第二终端130承担次要计算工作;或者,服务器120承担次要计算工作,第一终端110和第二终端130承担主要计算工作;或者,服务器120、第一终端110和第二终端130三者之间采用分布式计算架构进行协同计算。
第二终端130安装和运行有支持虚拟环境的应用程序。该应用程序支持上述组队对战模式。第二终端130是第二用户使用的终端,第二用户使用第二终端130控制位于虚拟环境中的第二主控虚拟角色进行游戏;包括调整第二主控虚拟角色的身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、攻击敌方角色、拾取虚拟武器、装备虚拟武器、切换当前使用的虚拟武器以及确定第二主控虚拟角色的瞄准目标中的至少一种。
可选地,第一主控虚拟角色和第二主控虚拟角色处于同一虚拟环境中。
可选地,第一终端110和第二终端130上安装的应用程序是相同的,或两个终端上安装的应用程序是同一款应用程序的不同版本,上述不同版本的同一款应用程序可以是针对不同操作***平台设计的,还可以是针对同一操作***平台设计的。第一终端110可以泛指多个 终端中的一个,第二终端130可以泛指多个终端中的一个,本实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:AR设备、VR设备、智能穿戴设备、智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
本领域技术人员可以知晓,上述终端的数量可以更多或更少。比如上述终端可以仅为一个,或者上述终端为几十个或几百个,或者更多数量。本申请实施例对终端的数量和设备类型不加以限定。本申请实施例主要以单个终端的应用场景进行说明。
图2是本申请一个示例性实施例提供的横版关卡界面的示意图。如图2的(a)所示,客户端显示横版关卡界面,该横版关卡界面显示有位于虚拟环境201中的主控虚拟角色202、至少两个候选虚拟角色203(例如包括第一虚拟角色203a、第二虚拟角色203b和第三虚拟角色203c)、以及瞄准切换控件204。该横版关卡界面中还显示有用于控制主控虚拟角色202进行跑步的控制控件205b、跳跃的控制控件205a、投掷炸弹的控制控件205c以及使用虚拟武器(***)射击的控制控件(也即射击控件)205d,以及控制主控虚拟角色202的行进和行进方向的方向控件(虚拟摇杆)206。当用户通过客户端开启一局(或一关)游戏时,客户端会显示上述横版关卡界面。之后客户端基于自动瞄准机制,在至少两个候选虚拟角色203中确定出优先级最高的候选虚拟角色(例如第一虚拟角色203a),作为主控虚拟角色202的瞄准目标,并在确定的瞄准目标上显示瞄准标记207。可选地,自动瞄准机制是根据主控虚拟角色202和候选虚拟角色203在虚拟环境201中的距离、候选虚拟角色203的剩余生命值、候选虚拟角色203的剩余生命值百分比以及候选虚拟角色203对应的击杀收益中的至少一种元素对至少两个候选虚拟角色203进行排序后,将处于首位的候选虚拟角色确定为瞄准目标的瞄准机制。本申请实施例主要以基于主控虚拟角色202和候选虚拟角色203在虚拟环境201中的距离的自动瞄准机制进行说明。该距离与候选虚拟角色203的优先级负相关。即距离主控虚拟角色202越近,候选虚拟角色203的优先级越高。该距离为主控虚拟角色202与候选虚拟角色203在所处的三维虚拟环境中的距离。当自动瞄准机制基于主控虚拟角色202和候选虚拟角色203在虚拟环境201中的距离来确定瞄准目标时,第一虚拟角色203a的优先级高于第二虚拟角色203b的优先级,第二虚拟角色203b的优先级高于第三虚拟角色203c的优先级。此时,当客户端接收到对候选虚拟角色203进行射击的指令时,客户端会控制主控虚拟角色202对第一虚拟角色203a进行射击。
如图2的(b)所示,当客户端首次接收到瞄准切换控件204上触发的切换操作时,会将当前确定的瞄准目标(第一虚拟角色203a)添加至黑名单。并且,在将第一虚拟角色203a添加至黑名单时,若此时黑名单已存在候选虚拟角色,客户端会将已存在的候选虚拟角色从黑名单中移出,即黑名单始终只存在至多一个候选虚拟角色。之后客户端基于自动瞄准机制从剩余的候选虚拟角色203中确定出优先级最高的第二虚拟角色203b,作为此时主控虚拟角色202的瞄准目标,并将瞄准标记207切换显示在第二虚拟角色203b上。此时,当客户端接收到对候选虚拟角色203进行射击的指令时,客户端会控制主控虚拟角色202对第二虚拟角色203b进行射击。
如图2的(c)所示,当客户端再次接收到瞄准切换控件204上触发的切换操作时,客户端会将黑名单中的第一虚拟角色203a移出,并将当前确定的瞄准目标(第二虚拟角色203b)添加至黑名单。之后客户端基于自动瞄准机制从剩余的候选虚拟角色203中确定出优先级最高的第一虚拟角色203a,作为此时主控虚拟角色202的瞄准目标,并将瞄准标记207切换显示在第一虚拟角色203a上。此时,当客户端接收到对候选虚拟角色203进行射击的指令时,客户端会控制主控虚拟角色202对第一虚拟角色203a进行射击。
当客户端之后又接收到瞄准切换控件204上触发的切换操作时,客户端会继续按照上述 再次接收到切换操作的方式确定瞄准目标。
另外,在未触发瞄准失效条件的情况下,客户端会将瞄准标记207保持显示在当前基于切换操作确定的瞄准目标上。例如客户端基于切换操作,将确定的瞄准目标由第一虚拟角色203a切换为第二虚拟角色203b,则此时客户端会将瞄准标记207保持显示在第二虚拟角色203b上,即将第二虚拟角色203b始终作为瞄准目标。直至第二虚拟角色203b满足瞄准失效条件或之后再次接收到切换操作。可选地,在未触发瞄准失效条件的情况下,客户端通过将当前的瞄准目标固定在自瞄列表的首位,从而实现将瞄准标记207保持显示在当前的瞄准目标上。其中,自瞄列表是基于自动瞄准机制进行更新的、用于反映候选虚拟角色被瞄准时的优先级的列表。在触发瞄准失效条件的情况下,客户端会将此时处于黑名单中的候选虚拟角色从黑名单中移出,并基于自动瞄准机制在当前的多个候选虚拟角色中确定出优先级最高的候选虚拟角色,作为此时的瞄准目标。例如客户端基于切换操作确定的当前的瞄准目标为第一虚拟角色203a,切换前的瞄准目标为第二虚拟角色203b。用户控制主控虚拟角色202射击第一虚拟角色203a,在击杀第一虚拟角色203a后,客户端会将第二虚拟角色203b从黑名单中移出,并基于自动瞄准机制在除第一虚拟角色203a的至少两个候选虚拟角色203中确定出优先级最高的候选虚拟角色(例如第二虚拟角色203b)作为瞄准目标。
并且,客户端会在满足更新时机的情况下对自瞄列表进行更新,即会更新各候选虚拟角色的优先级。更新时机包括当前时刻满足更新周期,接收到控制主控虚拟角色进行射击的指令以及瞄准目标满足瞄准失效条件中的至少一种。更新自瞄列表会影响客户端在基于自动瞄准机制确定瞄准目标时,使用的各候选虚拟角色的优先级,从而影响最终确定的瞄准目标。
在通过上述方式控制主控虚拟角色射击候选虚拟角色时,客户端能够根据切换操作以及自动瞄准机制,切换主控虚拟角色当前的瞄准目标。从而能够在自动瞄准机制确定的瞄准目标不符合用户的主观意图时,提供一种简单快捷的瞄准目标切换机制,通过用户的切换操作与自动瞄准机制的结合,实现瞄准目标在不同的高优先级候选虚拟角色之间的切换,此过程独立于用户控制主控虚拟角色的其他操作,降低了切换瞄准目标时用户的操作的复杂度。
图3是本申请一个示例性实施例提供的瞄准标记的显示方法的流程示意图。该方法可以用于如图1所示的终端上运行的客户端中,该客户端是支持虚拟环境的应用程序。如图3所示,该方法包括:
步骤301:显示关卡界面,关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色。
该关卡界面为用户通过客户端开启一关游戏后,客户端显示的界面。该关卡界面包括横版关卡界面或者竖版关卡界面,横版关卡界面为横屏界面,竖版关卡界面包括竖屏界面。可选地,该关卡界面还显示有瞄准切换控件,该瞄准切换控件用于被触发时切换主控虚拟角色射击时的瞄准目标。可选地,该虚拟环境为三维虚拟环境。客户端显示的该虚拟环境是通过架设在三维虚拟环境中的摄像机模型采集到的。示例地,该虚拟环境包括城市的仿真环境、森林的仿真环境、地下空间的仿真环境、水下的仿真环境以及名胜古迹的仿真环境中的至少之一。
示例地,如图4,架设在三维虚拟环境中的摄像机模型401的采集方向与x轴垂直,假设主控虚拟角色在该三维虚拟环境中的移动线是沿世界坐标系的x轴正方向,则图2所示的横版关卡界面是采用横版视角的摄像机模型401跟随主控虚拟角色沿x轴正半轴方向的移动过程中采集到的。
该主控虚拟角色是用户控制的虚拟环境中的可活动对象,包括虚拟人物、虚拟动物、动漫人物等,用户控制主控虚拟角色能够对候选虚拟角色进行射击(攻击)。该候选虚拟角色也为虚拟环境中的可活动对象,是指支持被瞄准标记进行瞄准的虚拟角色,该瞄准标记用于标记出主控虚拟角色在射击时的瞄准目标;该候选虚拟角色可以是由客户端控制的,例如NPC。 该候选虚拟角色包括虚拟人物、虚拟动物、动漫人物、虚拟怪物、虚拟机器人、虚拟坦克以及虚拟飞机等。该瞄准切换控件为按钮。可选地,该按钮中显示有瞄准准心的图案。
客户端通过客户端中的逻辑资源控制候选虚拟角色,该逻辑资源包括与运行逻辑有关的代码资源。逻辑资源包括但不限于:候选虚拟角色的触发逻辑、候选虚拟角色的移动逻辑、候选虚拟角色的攻击逻辑、中立单位的出现逻辑、中立单位的动作逻辑、飞行道具的投放逻辑、地面车辆的投放逻辑、机器人载具的投放逻辑、奖励掉落逻辑中的至少一种,本申请实施例对逻辑资源的具体类型不加以限定。
可选地,继续参照图2,横版关卡界面中还能够显示用于控制主控虚拟角色进行跑步的控制控件205b、跳跃的控制控件205a、投掷炸弹的控制控件205c以及使用虚拟武器进行射击的控制控件205d,以及控制主控虚拟角色的行进和行进方向的方向控件206。
步骤302:在至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记。
客户端根据候选虚拟角色与主控虚拟角色之间的距离、候选虚拟角色的剩余生命值、候选虚拟角色的剩余生命值百分比以及候选虚拟角色对应的击杀收益中的至少之一,在至少两个候选虚拟角色中确定出第一虚拟角色。其中,该距离为候选虚拟角色与主控虚拟角色在三维虚拟环境中的距离,击杀收益为用户控制主控虚拟角色击杀候选虚拟角色时,主控虚拟角色所获得的收益,包括经验值、金钱、虚拟道具以及属性加成中的至少之一。示例地,客户端根据候选虚拟角色与主控虚拟角色之间的距离,确定候选虚拟角色的优先级,并将优先级最高的候选虚拟角色确定为第一虚拟角色。其中,候选虚拟角色与主控虚拟角色之间的距离与候选虚拟角色的优先级负相关,即候选虚拟角色距离主控虚拟角色越近,优先级越高,候选虚拟角色距离主控虚拟角色越远,优先级越低。
该瞄准标记用于标记出主控虚拟角色在射击时的瞄准目标。主控虚拟角色的瞄准目标指当客户端接收到用于控制主控虚拟角色进行射击的指令时,主控虚拟角色所射击的目标。可选地,主控虚拟角色通过虚拟武器对候选虚拟角色进行射击。虚拟武器包括冷兵器、枪械、火炮、装甲战斗载具、防暴武器、生化武器、核武器、新概念武器等。不同的虚拟武器对应不同的武器属性,包括攻击伤害、攻击范围以及攻击速率等。当主控虚拟角色通过只能进行单体攻击的虚拟武器对瞄准目标进行射击时,只会对瞄准目标造成伤害;当主控虚拟角色通过具有AOE攻击效果的虚拟武器对瞄准目标进行射击时,在对瞄准目标造成伤害的同时,还会对瞄准目标附近的候选虚拟角色造成伤害。例如距离瞄准目标越近,造成的伤害越高。
当客户端显示上述关卡界面时,客户端会确定第一虚拟角色。当关卡界面只包括一个候选虚拟角色时,客户端会将该候选虚拟角色确定为瞄准目标。
示例地,客户端确定瞄准目标后,当接收到用于控制主控虚拟角色进行射击的指令时,客户端会播放主控虚拟角色装备的***发出虚拟子弹、且该虚拟子弹向瞄准目标飞行的动画。其中,***只能进行单体攻击,客户端根据***的攻击伤害以及攻击速率,确定主控虚拟角色攻击候选虚拟角色后候选虚拟角色的剩余生命值。当候选虚拟角色的剩余生命值为0,视为候选虚拟角色“被击杀”。继续参照图2,当客户端接收到射击控件205d上触发的射击操作时,确定接收到控制主控虚拟角色进行攻击的指令。
在第一虚拟角色上显示瞄准标记,包括在第一虚拟角色的上方、下方、左侧、右侧以及候选虚拟角色的显示区域中的至少一个位置上显示该瞄准标记。在候选虚拟角色的显示区域中显示该瞄准标记,通常指在候选虚拟角色的中心或重心显示该瞄准标记。该瞄准标记能够标记出瞄准目标,从而提示用户在控制主控虚拟角色进行射击时,会射击该被标记的瞄准目标。可选地,该瞄准标记为瞄准准心的图案。
步骤303:响应于对瞄准目标的切换操作,将瞄准标记切换显示在至少两个候选虚拟角色中的第二虚拟角色上。
示例地,客户端接收物理按键上触发的对瞄准目标的切换操作,将瞄准目标从第一虚拟角色切换为第二虚拟角色,以及将瞄准标记切换显示在第二虚拟角色上。上述物理按键可以 是终端上设置的;或者,可以是与终端连接的输入设备上设置的,比如游戏手柄上设置的物理按键,键盘上设置的物理按键等。
示例地,客户端响应于在关卡界面显示的瞄准切换控件上触发的切换操作,将瞄准标记切换显示在第二虚拟角色上。也即当客户端接收到针对瞄准切换控件的触控操作时,确定接收到该切换操作。该触控操作包括单击、双击以及长按中的至少一种,该触控操作是由用户的手指、或者鼠标、或者外接设备触发的。
客户端确定第二虚拟角色时所使用的信息与确定第一虚拟角色时所使用的信息相同。例如客户端根据候选虚拟角色与主控虚拟角色之间的距离,确定第一虚拟角色,则会根据候选虚拟角色与主控虚拟角色之间的距离,确定第二虚拟角色。可选地,客户端确定出第一虚拟角色之后,接收到切换操作时,会将除第一虚拟角色之外的优先级最高的候选虚拟角色确定为第二虚拟角色。之后,当客户端再次接收到切换操作,客户端会按照上述方式继续确定新的瞄准目标。
需要说明的是,客户端会在满足更新时机的情况下对候选虚拟角色的优先级进行更新。更新时机包括当前时刻满足更新周期,接收到用于控制主控虚拟角色进行射击的指令以及瞄准目标满足瞄准失效条件中的至少一种。更新候选虚拟角色的优先级会影响客户端在确定瞄准目标时,使用的各候选虚拟角色的优先级,从而影响最终确定的瞄准目标。该更新周期是客户端确定的,例如每秒更新一次。瞄准失效条件包括瞄准目标的生命值为零,瞄准目标与主控虚拟角色之间的距离大于最大瞄准距离,以及瞄准目标移出关卡界面中的至少一种。例如瞄准目标与主控虚拟角色之间相隔虚拟墙壁,此时瞄准目标处于主控虚拟角色的攻击范围以外,即与主控虚拟角色之间的距离大于最大瞄准距离。
客户端将瞄准标记切换显示在第二虚拟角色上,包括将显示在第一虚拟角色上的瞄准标记进行移动之后显示在第二虚拟角色上,或者,取消显示第一虚拟角色上的瞄准标记,之后在第二虚拟角色上再显示瞄准标记。显示在第一虚拟角色以及第二虚拟角色上的瞄准标记相同。
综上所述,本实施例提供的方法,在至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记,之后根据切换操作,将瞄准标记切换显示在第二虚拟角色上。在自动瞄准机制确定的瞄准目标不符合用户的主观意图时,提供一种简单快捷的瞄准目标切换机制,使得用户结合自动瞄准机制在不同的高优先级候选虚拟角色之间进行切换,此过程独立于用户控制主控虚拟角色的其他操作,降低了切换瞄准目标时用户的操作的复杂度。
图5是本申请另一个示例性实施例提供的瞄准标记的显示方法的流程示意图。该方法可以用于如图1所示的终端上运行的客户端中,该客户端是支持虚拟环境的应用程序。如图5所示,该方法包括:
步骤501:显示关卡界面,关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色。
步骤501的详细实现方式可以参考步骤301,在此不再加以赘述。
步骤502:在至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记。
可选地,如图6所示,步骤502的实现过程包括以下步骤5021以及5022:
在步骤5021中,基于自动瞄准机制在至少两个候选虚拟角色中确定出第一虚拟角色。
该第一虚拟角色是自动瞄准机制确定的优先级最高的候选虚拟角色。其中,自动瞄准机制是基于主控虚拟角色在射击时,对至少两个候选虚拟角色瞄准的优先级顺序,将处于首位的候选虚拟角色确定为瞄准目标的瞄准机制。可选地,该自动瞄准机制是根据主控虚拟角色和候选虚拟角色在虚拟环境中的距离、候选虚拟角色的剩余生命值、候选虚拟角色的剩余生命值百分比以及候选虚拟角色对应的击杀收益中的至少一种元素对至少两个候选虚拟角色进行排序后,将处于首位的候选虚拟角色确定为瞄准目标的瞄准机制。本申请实施例主要以基 于距离的自动瞄准机制进行说明。
当用户通过客户端开启一局(或一关)游戏时,客户端会显示上述关卡界面,并基于自动瞄准机制确定出第一虚拟角色。
客户端从至少两个候选虚拟角色中,能够确定出处于主控虚拟角色的攻击范围内的可攻击候选虚拟角色。之后根据可攻击候选虚拟角色与主控虚拟角色之间的距离,确定可攻击候选虚拟角色的优先级。与主控虚拟角色显示在同一关卡界面中的候选虚拟角色,可能处于主控虚拟角色的攻击范围之外,则此时客户端只确定处于主控虚拟角色的攻击范围内的候选虚拟角色的优先级,以及只在可攻击候选虚拟角色中确定第一虚拟角色。该攻击范围是根据主控虚拟角色装备的虚拟武器的攻击距离确定的。不同虚拟武器对应不同或者相同的攻击范围。例如虚拟***的攻击范围小于虚拟步枪的攻击范围。
可选地,客户端确定的第一虚拟角色即距离主控虚拟角色最近的候选虚拟角色。该第一虚拟角色为主控虚拟角色的瞄准目标,主控虚拟角色的瞄准目标指当客户端接收到用于控制主控虚拟角色进行射击的指令时,主控虚拟角色所射击的目标。当主控虚拟角色通过只能进行单体攻击的虚拟武器(例如***、步枪、机关枪)对瞄准目标进行射击时,只会对瞄准目标造成伤害。当主控虚拟角色通过具有AOE攻击效果的虚拟武器(例如炸弹、火箭炮、激光发射器)对瞄准目标进行射击时,在对瞄准目标造成伤害的同时,还会对瞄准目标附近的候选虚拟角色造成伤害。
客户端在确定候选虚拟角色的优先级之后,还能够根据优先级从高到低的顺序对候选虚拟角色进行排序,从而得到自瞄列表。并将自瞄列表中首个候选虚拟角色确定为第一虚拟角色。其中,自瞄列表是基于自动瞄准机制进行更新的优先级列表,能够反映候选虚拟角色的优先级。在确定主控虚拟角色的瞄准目标时,客户端会将自瞄列表中首个候选虚拟角色确定为第一虚拟角色。该自瞄列表中存储有各候选虚拟角色的标识。该自瞄列表存储在客户端所在终端的缓存(cache)中、随机存取存储器(Random Access Memory,RAM)中或只读存储器(Read-Only Memory,ROM)中。
并且,客户端会在满足更新时机的情况下对自动瞄准机制进行更新,即更新候选虚拟角色的优先级。更新候选虚拟角色的优先级会影响客户端在确定瞄准目标时,使用的各候选虚拟角色的优先级,从而影响最终确定的瞄准目标。自动瞄准机制的更新时机包括如下时机中的至少一种:
·当前时刻满足更新周期;
·接收到用于控制主控虚拟角色进行射击的指令;
·瞄准目标满足瞄准失效条件。
该更新周期是客户端确定的,例如每秒更新一次。该控制主控虚拟角色进行射击的指令是通过关卡界面中的射击控件上的触控操作触发的,或者是客户端所在终端的实体按键或外接设备触发的,又或者是用户的语音指令触发的。瞄准失效条件是指示瞄准目标超出主控虚拟角色的瞄准范围的条件,比如瞄准目标的生命值为零、瞄准目标与主控虚拟角色之间的距离大于最大瞄准距离、以及瞄准目标移出关卡界面中的至少之一。示例地,瞄准目标与主控虚拟角色之间相隔虚拟墙壁,此时瞄准目标处于主控虚拟角色的攻击范围以外,即与主控虚拟角色之间的距离大于最大瞄准距离。
在步骤5022中,在第一虚拟角色上显示瞄准标记。
该瞄准标记用于标记出主控虚拟角色在射击时的瞄准目标。
可选地,客户端在确定出第一虚拟角色后,还会基于自动瞄准机制持续更新第一虚拟角色。例如,当客户端确定出第一虚拟角色后,随着候选虚拟角色的移动,在第一虚拟角色不为距离主控虚拟角色最近的候选虚拟角色时,则客户端会将此时距离主控虚拟角色最近的候选虚拟角色确定为更新后的第一虚拟角色,并将瞄准标记切换显示在更新后的第一虚拟角色上。
示例地,继续参照图2的(a),客户端确定的自瞄列表包括第一虚拟角色203a、第二虚拟角色203b以及第三虚拟角色203c,客户端将自瞄列表中的首个候选虚拟角色,即第一虚拟角色203a确定为瞄准目标,并在第一虚拟角色203a上显示瞄准标记207。
步骤503:响应于对瞄准目标的切换操作,将瞄准标记切换显示在至少两个候选虚拟角色中的第二虚拟角色上。
可选地,第二虚拟角色的优先级仅低于第一虚拟角色,也即是在候选虚拟角色与主控虚拟角色之间的距离中第二虚拟角色对应的的距离最小。
可选地,如图7所示,步骤503的实现过程包括以下步骤5031以及5032:
在步骤5031中,响应于对瞄准目标的切换操作,基于自动瞄准机制在至少两个候选虚拟角色中确定出第二虚拟角色。
该第二虚拟角色是自动瞄准机制确定的除第一虚拟角色之外的优先级最高的候选虚拟角色。可选地,对于第二虚拟角色的确定,客户端将第一虚拟角色添加至黑名单;基于自动瞄准机制在剩余虚拟角色中确定出优先级最高的候选虚拟角色,作为第二虚拟角色。该剩余虚拟角色是至少两个候选虚拟角色中除第一虚拟角色之外的候选虚拟角色。
在客户端将第一虚拟角色添加至黑名单的过程中,在黑名单为空时,客户端将第一虚拟角色直接添加至黑名单;在黑名单中存在第三虚拟角色时,客户端将第三虚拟角色在黑名单中移出,并将第一虚拟角色添加至黑名单,上述第三虚拟角色是至少两个候选虚拟角色中包括的候选虚拟角色。示例地,客户端将第三虚拟角色移出黑名单,将第一虚拟角色从自瞄列表中移入黑名单,若此时第三虚拟角色距离主控虚拟角色最近,则客户端将第三虚拟角色确定为第二虚拟角色。
黑名单为空,包括黑名单中存在的候选虚拟角色满足瞄准失效条件,即,当黑名单中的候选虚拟角色满足瞄准失效条件时,客户端会将该满足瞄准失效条件的候选虚拟角色在黑名单中移出。例如响应于第一虚拟角色满足瞄准失效条件,客户端会将已加入黑名单中的第一虚拟角色在黑名单中移出。以及,当前触发的切换操作为开启一局游戏后的首次切换操作(则此时未将候选虚拟角色移入黑名单)。黑名单中存在第三虚拟角色,指当前触发的切换操作不为开启一局游戏后的首次切换操作。客户端将第三虚拟角色移出黑名单,则此时客户端在确定第二虚拟角色时,能够将第三虚拟角色作为预选的第二虚拟角色。将第一虚拟角色移入黑名单,则此时客户端在确定第二虚拟角色时,不会考虑该第一虚拟角色。
客户端能够建立与自瞄列表对应的黑名单,该黑名单中存储有至多一个候选虚拟角色的标识。该黑名单存储在客户端所在终端的cache、或RAM、或ROM中。示例地,该黑名单与自瞄列表存储在相同的位置,比如,黑名单与自瞄列表均存储在上述cache、或RAM、或ROM中。当客户端开启一局游戏后,会创建自瞄列表以及黑名单。
示例地,继续参照图2的(b),客户端确定的自瞄列表包括第一虚拟角色203a、第二虚拟角色203b以及第三虚拟角色203c,客户端在接收到切换操作时,会将第一虚拟角色203a直接移入黑名单(首次切换操作),之后将自瞄列表中优先级最高的候选虚拟角色(即第二虚拟角色203b)确定为此时的瞄准目标。
示例地,如图8,客户端在第一时刻确定的自瞄列表801包括A、B、C、D,黑名单802为空,此时第一虚拟角色为A。之后,客户端在第二时刻接收到切换操作,此时客户端将A移入黑名单802,并将此时的自瞄列表801中第一个候选虚拟角色B确定为第二虚拟角色。
在步骤5032中,在第二虚拟角色上显示瞄准标记。
客户端将瞄准标记切换显示在第二虚拟角色上,包括将显示在第一虚拟角色上的瞄准标记进行移动之后显示在第二虚拟角色上,或者,取消显示第一虚拟角色上的瞄准标记,之后在第二虚拟角色上再显示瞄准标记。显示在第一虚拟角色以及第二虚拟角色上的瞄准标记相同。
步骤504:在未触发瞄准失效条件的情况下,将瞄准标记保持显示在第二虚拟角色上。
在未触发瞄准失效条件的情况下,客户端会将第二虚拟角色固定在自瞄列表的首位,以将瞄准标记保持显示在第二虚拟角色上。被固定在自瞄列表首位的候选虚拟角色在满足瞄准失效条件和下一次切换瞄准目标前始终为瞄准目标。即用户在控制主控虚拟角色进行射击时,在未击杀当前的瞄准目标和未进行切换操作之前,始终射击该瞄准目标。被固定在自瞄列表首位的候选虚拟角色是经过切换操作所确定出的瞄准目标。因此该瞄准目标为用户期望进行攻击的目标。
瞄准失效条件包括第二虚拟角色满足瞄准失效条件,具体包括如下条件中的至少一个:
·第二虚拟角色的生命值为零;
·第二虚拟角色与主控虚拟角色之间的距离大于最大瞄准距离;
·第二虚拟角色移出关卡界面。
示例地,用户控制主控虚拟角色对第二虚拟角色进行攻击,当第二虚拟角色的生命值为0时,第二虚拟角色满足瞄准失效条件。第二虚拟角色向虚拟环境的一侧跑动,当第二虚拟角色跑出虚拟环境且还未被主控虚拟角色击杀时,第二虚拟角色满足瞄准失效条件。第二虚拟角色在移动的过程中,当与主控虚拟角色相隔一堵虚拟的墙(主控虚拟角色无法隔墙攻击,超出最大瞄准距离)时,第二虚拟角色满足瞄准失效条件。
在触发瞄准失效条件的情况下,客户端会将此时处于黑名单中的候选虚拟角色从黑名单中移出,则此时不存在处于黑名单中的候选虚拟角色,之后基于自动瞄准机制在候选虚拟角色中确定出优先级最高的候选虚拟角色(自瞄列表中的首个候选虚拟角色),作为此时的瞄准目标,并在该瞄准目标上显示瞄准标记。即在客户端确定第二虚拟角色满足瞄准失效条件时,客户端还能够为主控虚拟角色自动确定出新的瞄准目标。
示例地,客户端确定第一虚拟角色作为瞄准目标,之后根据切换操作,将第二虚拟角色作为瞄准目标,则此时第一虚拟角色处于黑名单中。当第二虚拟角色满足瞄准失效条件时,客户端会将第一虚拟角色从黑名单中移出,若此时第一虚拟角色距离主控虚拟角色最近,则客户端将第一虚拟角色确定为新的瞄准目标。
示例地,图9是本申请另一个示例性实施例提供的横版关卡界面的示意图。如图9的(a)所示,客户端在开始一局游戏后,从第一虚拟角色902a、第二虚拟角色902b和第三虚拟角色902c中确定出距离主控虚拟角色901最近的第一虚拟角色902a作为瞄准目标。之后根据切换操作,确定第二虚拟角色902b作为瞄准目标,此时第一虚拟角色902a处于黑名单中。客户端根据控制主控虚拟角色进行攻击的指令,显示主控虚拟角色901的虚拟武器发射虚拟子弹903的动画,并根据虚拟武器的伤害确定第二虚拟角色902b的剩余生命值。如图9的(b)所示,当第二虚拟角色902b的剩余生命值为0时,客户端将第一虚拟角色902a从黑名单中移出。由于此时第三虚拟角色902c移动后与主控虚拟角色901的距离小于第一虚拟角色902a与主控虚拟角色901的距离,客户端会将自瞄列表中首个(优先级最高)候选虚拟角色,即第三虚拟角色902c确定为瞄准目标。
需要说明的是,在用户基于上述方式开始一局游戏并首次切换主控虚拟角色的瞄准目标后,还能够通过切换操作继续切换主控虚拟角色的瞄准目标。继续切换主控虚拟角色的瞄准目标的实现过程可参照上述步骤503至504,本申请在此不作赘述。
综上所述,本实施例提供的方法,在至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记,之后根据切换操作,将瞄准标记切换显示在第二虚拟角色上。在自动瞄准机制确定的瞄准目标不符合用户的主观意图时,提供一种简单快捷的瞄准目标切换机制,使得用户结合自动瞄准机制在不同的高优先级候选虚拟角色之间进行切换,此过程独立于用户控制主控虚拟角色的其他操作,降低了切换瞄准目标时用户的操作的复杂度。
本实施例提供的方法,还通过基于自动瞄准机制,根据候选虚拟角色的优先级,确定主控虚拟角色的瞄准目标以及切换主控虚拟角色的瞄准目标,提供了一种自动且快速的能够实现确定和切换瞄准目标的方式。
本实施例提供的方法,还通过将候选虚拟角色添加至黑名单,从而根据优先级从剩余虚拟角色中确定出所要切换到的瞄准目标,无需考虑其他因素,提升了确定瞄准目标的效率。
本实施例提供的方法,还通过在黑名单为空或存在第三虚拟角色时,采用不同的方式更新黑名单中的候选虚拟角色,能够保证黑名单中至多存在一个候选虚拟角色,从而只在优先级最高和次高的两个候选虚拟角色间切换瞄准目标。在能够快速击杀候选虚拟角色的场景下,能够使用户快速切换瞄准目标,提升用户体验。
本实施例提供的方法,还通过在黑名单中的候选虚拟角色满足瞄准失效条件时,将候选虚拟角色移出黑名单,能够避免满足瞄准失效条件的候选虚拟角色影响自动瞄准机制确定的瞄准目标。
本实施例提供的方法,还通过在未触发瞄准失效条件的情况下,将瞄准标记保持显示在第二虚拟角色上。从而在未击杀第二虚拟角色和未进行切换操作之前,始终攻击第二虚拟角色。该第二虚拟角色为用户期望进行攻击的目标,始终攻击用户期望进行攻击的目标的机制,能够提升用户体验。
本实施例提供的方法,还通过将第二虚拟角色固定在自瞄列表的首位,实现将瞄准标记保持显示在第二虚拟角色上。无需再依靠其它信息,提升了锁定瞄准目标的效率。
本实施例提供的方法,还通过建立瞄准失效条件,实现在触发瞄准失效条件的情况下,自动确定新的瞄准目标。能够避免瞄准目标丢失的问题。
本实施例提供的方法,还通过自动瞄准机制,始终将优先级最高的候选虚拟角色确定为瞄准目标。从而实现游戏开局后自动确定瞄准目标,以及根据切换操作切换瞄准目标。提升了确定瞄准目标的准确性以及效率。
本实施例提供的方法,还通过更新自瞄列表,保证在候选虚拟角色的优先级变化的情况下,始终按照优先级最高的原则确定瞄准目标,保证用户能够攻击到最优先的候选虚拟角色,提升了用户体验。
需要说明的是,本申请实施例提供的方法步骤的先后顺序可以进行适当调整,步骤也可以根据情况进行相应增减,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到变化的方法,都应涵盖在本申请的保护范围之内,因此不再赘述。
如图10,是本申请一个示例性实施例提供的确定瞄准目标的实现过程的示意图。步骤11,当客户端开始一局游戏时,会基于自动瞄准机制,根据候选虚拟角色与主控虚拟角色的距离建立自瞄列表,并且还会建立自瞄列表对应的黑名单。之后将自瞄列表中首个候选虚拟角色确定第一虚拟角色,并在第一虚拟角色上显示瞄准标记。步骤12,当接收到切换操作时,会将第一虚拟角色移入黑名单,并将此时自瞄列表中首个候选虚拟角色确定为第二虚拟角色,并将第二虚拟角色锁定为瞄准目标以及将瞄准标记切换显示在第二虚拟角色上。步骤13,再接收到切换操作时,会循环执行将黑名单中的候选虚拟角色移出和确定第二虚拟角色的步骤。在此过程中,当触发瞄准失效条件(基于切换操作确定的瞄准目标满足瞄准失效条件)时,客户端会基于自动瞄准机制重新确定瞄准目标,并将瞄准标记显示在新确定的瞄准目标上。之后在接收到切换操作时,从确定第二虚拟角色的步骤开始继续执行。步骤14,客户端会在自动瞄准机制的更新时机不断更新自瞄列表,即更新候选虚拟角色的优先级,从而影响每次确定瞄准目标的确定结果。
在一些实施例中,还可以在客户端中触发连续切换操作,连续切换操作用于连续的对瞄准目标进行自动切换的功能触发。示例地,可以通过物理按键来触发连续切换操作,比如可以通过终端上的指定物理按键来触发,又比如通过手柄上的物理按键来触发,该手柄与终端之间存在有线或者无线连接;或者,通过关卡界面显示的瞄准切换控件来触发连续切换操作,也即瞄准切换控件具备连续切换操作的触发功能。
示例地,客户端在第一虚拟角色上显示第一瞄准标记,之后响应于对瞄准目标的连续切 换操作,将第一虚拟角色上第一瞄准标记切换为第二瞄准标记;响应于对瞄准目标的第一射击操作,对第一虚拟角色进行射击、以及将第二瞄准标记切换显示在第二虚拟角色上。其中,第二瞄准标记与第一瞄准标记是不同类型的瞄准标记,比如第一和第二瞄准标记的形状不同,又比如第一和第二瞄准标记的颜色不同。示例地,连续切换操作与上述切换操作的触发方式不同,比如,连续切换操作采用长按的方式来触发,切换操作采用点击的方式来触发。
示例地,在将第二瞄准标记切换显示在第二虚拟角色上之后,客户端还响应于对瞄准目标的第二射击操作,对第二虚拟角色进行射击、以及将第二瞄准标记切换显示在第一虚拟角色上。
上述第一虚拟角色与第二虚拟角色的确定方式,请参考如上述实施例中提供的方法,在此不再加以赘述。这一切换方法能够在优先级最高与次高的候选虚拟角色之间切换瞄准目标进行射击,能够达到同时对多个候选虚拟角色的攻击的效果。
可选地,上述至少两个候选虚拟角色包括第三虚拟角色;在将第二瞄准标记切换显示在第二虚拟角色上之后,客户端还可以响应于对瞄准目标的第三射击操作,对第二虚拟角色进行射击、以及将第二瞄准标记切换显示在第三虚拟角色上。示例地,客户端响应于对瞄准目标的第三射击操作,按照自瞄列表中的优先级顺序,确定出排列在第二虚拟角色之后的第三虚拟角色,也即在至少两个候选虚拟角色中第三虚拟角色的优先级顺序排第三,将第二瞄准标记切换显示在第三虚拟角色上;之后响应于对瞄准目标的第四射击操作,对第三虚拟角色进行射击,以及在第三虚拟角色是一轮射击中最后一个未射击角色的情况下,将第二瞄准标记切换显示在第一虚拟角色上,一轮射击是指对至少两个候选虚拟角色进行依次射击的过程。也即,客户端按照自瞄列表中的优先级顺序对至少两个候选虚拟角色依次进行射击。示例地,在黑名单中存在候选虚拟角色的情况下,将黑名单中的候选虚拟角色移回至自瞄列表,之后进行一轮射击。示例地,如上所示,客户端还会在满足更新时机的情况下,对自瞄列表进行更新;在自瞄列表更新之后,客户端按照更新后的自瞄列表进行一轮射击。
示例地,关卡界面显示有射击控件;客户端可以响应于射击控件上触发的射击操作,对瞄准目标进行射击。或者,客户端可以响应于物理按键上的射击操作,对瞄准目标进行射击。瞄准目标是指主控虚拟角色射击时瞄准标记所标记的候选虚拟角色。
这一切换方法能够依次对至少两个候选虚拟角色进行射击,达到同时对多个候选虚拟角色攻击的效果,为用户提供类似扫射的游戏体验。
图11是本申请一个示例性实施例提供的瞄准标记的显示装置的结构示意图。该装置可以用于如图1所示的终端上运行的客户端中,该客户端是支持虚拟环境的应用程序。如图11所示,该装置1100包括:
显示模块1101,用于显示关卡界面,关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色,候选虚拟角色是指支持被瞄准标记进行瞄准的虚拟角色,瞄准标记用于标记出主控虚拟角色在射击时的瞄准目标;
显示模块1101,用于在至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记;
显示模块1101,用于响应于对瞄准目标的切换操作,将瞄准标记切换显示在至少两个候选虚拟角色中的第二虚拟角色上。
在一个可选的设计中,如图12所示,显示模块1101,包括:
确定子模块11011,用于基于自动瞄准机制在至少两个候选虚拟角色中确定出第一虚拟角色;第一虚拟角色是自动瞄准机制确定的优先级最高的候选虚拟角色。
显示子模块11012,用于在第一虚拟角色上显示瞄准标记。
确定子模块11011,用于响应于对瞄准目标的切换操作,基于自动瞄准机制在至少两个候选虚拟角色中确定出第二虚拟角色,第二虚拟角色是自动瞄准机制确定的除第一虚拟角色之外的优先级最高的候选虚拟角色。
显示子模块11012,用于在第二虚拟角色上显示瞄准标记。
在一个可选的设计中,如图13所示,确定子模块11011,包括:
处理单元110111,用于将第一虚拟角色添加至黑名单。
确定单元110112,用于基于自动瞄准机制在剩余虚拟角色中确定出优先级最高的候选虚拟角色,作为第二虚拟角色,剩余虚拟角色是至少两个候选虚拟角色中除第一虚拟角色之外的候选虚拟角色。
在一个可选的设计中,处理单元110111,用于在黑名单为空时,将第一虚拟角色直接添加至黑名单。
在一个可选的设计中,至少两个候选虚拟角色包括第三虚拟角色;
处理单元110111,用于在黑名单中存在第三虚拟角色时,将第三虚拟角色在黑名单中移出,将第一虚拟角色添加至黑名单。
在一个可选的设计中,处理单元110111,用于响应于第一虚拟角色满足瞄准失效条件,将第一虚拟角色在黑名单中移出;瞄准失效条件是指示瞄准目标超出主控虚拟角色的瞄准范围的条件。
在一个可选的设计中,显示模块1101,用于在未触发瞄准失效条件的情况下,将瞄准标记保持显示在第二虚拟角色上;瞄准失效条件是指示瞄准目标超出主控虚拟角色的瞄准范围的条件。
在一个可选的设计中,处理单元110111,用于在未触发瞄准失效条件的情况下,将第二虚拟角色固定在自瞄列表的首位,以将瞄准标记保持显示在第二虚拟角色上。其中,自瞄列表是基于自动瞄准机制进行更新的优先级列表;自动瞄准机制是基于主控虚拟角色在射击时,对至少两个候选虚拟角色瞄准的优先级顺序,将处于首位的候选虚拟角色确定为瞄准目标的瞄准机制。
在一个可选的设计中,瞄准失效条件包括如下条件中的至少一个:
第二虚拟角色的生命值为零;
第二虚拟角色与第一虚拟角色之间的距离大于最大瞄准距离;
第二虚拟角色移出关卡界面。
在一个可选的设计中,自动瞄准机制是根据主控虚拟角色和候选虚拟角色在虚拟环境中的距离、候选虚拟角色的剩余生命值、候选虚拟角色的剩余生命值百分比以及候选虚拟角色对应的击杀收益中的至少一种元素对至少两个候选虚拟角色进行优先级排序后,将处于首位的候选虚拟角色确定为瞄准目标的瞄准机制。
在一个可选的设计中,自动瞄准机制的更新时机包括如下时机中的至少一种:
当前时刻满足更新周期;
接收到用于控制主控虚拟角色进行射击的指令;
瞄准目标满足瞄准失效条件;瞄准失效条件是指示瞄准目标超出主控虚拟角色的瞄准范围的条件。
在一个可选的设计中,关卡界面上显示有射击控件;
显示模块1101,用于在第一虚拟角色上显示第一瞄准标记;
显示模块1101,用于响应于对瞄准目标的连续切换操作,将第一虚拟角色上第一类型的瞄准标记切换为第二瞄准标记,第二瞄准标记与第一瞄准标记是不同类型的瞄准标记;
显示模块1101,用于响应于对瞄准目标的第一射击操作,对第一虚拟角色进行射击、以及将第二瞄准标记切换显示在第二虚拟角色上。
在一个可选的设计中,显示模块1101,用于将第二瞄准标记切换显示在第二虚拟角色上之后,响应于对瞄准目标的第二射击操作,对第二虚拟角色进行射击,以及将第二瞄准标记切换显示在第一虚拟角色上。
在一个可选的设计中,至少两个候选虚拟角色中包括第三虚拟角色;
显示模块1101,用于将第二瞄准标记切换显示在第二虚拟角色上之后,响应于对瞄准目标的第三射击操作,对第二虚拟角色进行射击、以及将第二瞄准标记切换显示在第三虚拟角色上。
在一个可选的设计中,显示模块1101,用于将第二瞄准标记切换显示在第三虚拟角色上之后,响应于对瞄准目标的第四射击操作,对第三虚拟角色进行射击;以及在第三虚拟角色是一轮射击中最后一个未射击角色的情况下,将第二瞄准标记切换显示在第一虚拟角色上,一轮射击是指对至少两个候选虚拟角色进行依次射击的过程。
本申请的实施例还提供了一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现上述各方法实施例提供的瞄准标记的显示方法。
可选地,该计算机设备为终端。示例地,图14是本申请一个示例性实施例提供的终端的结构示意图。
通常,终端1400包括有:处理器1401和存储器1402。
处理器1401可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1401可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1401也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1401可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1401还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1402可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1402还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1402中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1401所执行以实现本申请中方法实施例提供的瞄准标记的显示方法。
本领域技术人员可以理解,图14中示出的结构并不构成对终端1400的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例中还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有至少一条程序代码,当该程序代码由计算机设备的处理器加载并执行时,实现上述各方法实施例提供的瞄准标记的显示方法。
本申请还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述各方法实施例提供的瞄准标记的显示方法。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,该程序可以存储于一种计算机可读存储介质中,上述提到的可读存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同切换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种瞄准标记的显示方法,其特征在于,所述方法包括:
    显示关卡界面,所述关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色,所述候选虚拟角色是指支持被瞄准标记进行瞄准的虚拟角色,所述瞄准标记用于标记出所述主控虚拟角色在射击时的瞄准目标;
    在所述至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记;
    响应于对所述瞄准目标的切换操作,将所述瞄准标记切换显示在所述至少两个候选虚拟角色中的第二虚拟角色上。
  2. 根据权利要求1所述的方法,其特征在于,所述在所述至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记,包括:
    基于自动瞄准机制在所述至少两个候选虚拟角色中确定出所述第一虚拟角色,所述第一虚拟角色是所述自动瞄准机制确定的优先级最高的候选虚拟角色;在所述第一虚拟角色上显示所述瞄准标记;
    所述响应于对所述瞄准目标的切换操作,将所述瞄准标记切换显示在所述至少两个候选虚拟角色中的第二虚拟角色上,包括:
    响应于对所述瞄准目标的切换操作,基于所述自动瞄准机制在所述至少两个候选虚拟角色中确定出所述第二虚拟角色,所述第二虚拟角色是所述自动瞄准机制确定的除所述第一虚拟角色之外的优先级最高的候选虚拟角色;在所述第二虚拟角色上显示所述瞄准标记。
  3. 根据权利要求2所述的方法,其特征在于,所述基于所述自动瞄准机制在所述至少两个候选虚拟角色中确定出所述第二虚拟角色,包括:
    将所述第一虚拟角色添加至黑名单;
    基于所述自动瞄准机制在剩余虚拟角色中确定出优先级最高的候选虚拟角色,作为所述第二虚拟角色,所述剩余虚拟角色是所述至少两个候选虚拟角色中除所述第一虚拟角色之外的候选虚拟角色。
  4. 根据权利要求3所述的方法,其特征在于,所述将所述第一虚拟角色添加至黑名单,包括:
    在所述黑名单为空时,将所述第一虚拟角色直接添加至所述黑名单。
  5. 根据权利要求3所述的方法,其特征在于,所述至少两个候选虚拟角色包括第三虚拟角色;
    所述将所述第一虚拟角色添加至黑名单,包括:
    在所述黑名单中存在所述第三虚拟角色时,将所述第三虚拟角色在所述黑名单中移出,将所述第一虚拟角色添加至所述黑名单。
  6. 根据权利要求3所述的方法,其特征在于,所述方法还包括:
    响应于所述第一虚拟角色满足瞄准失效条件,将所述第一虚拟角色在所述黑名单中移出;所述瞄准失效条件是指示所述瞄准目标超出所述主控虚拟角色的瞄准范围的条件。
  7. 根据权利要求1至6任一所述的方法,其特征在于,所述方法还包括:
    在未触发瞄准失效条件的情况下,将所述瞄准标记保持显示在所述第二虚拟角色上;所述瞄准失效条件是指示所述瞄准目标超出所述主控虚拟角色的瞄准范围的条件。
  8. 根据权利要求7所述的方法,其特征在于,所述在未触发瞄准失效条件的情况下,将所述瞄准标记保持显示在所述第二虚拟角色上,包括:
    在未触发所述瞄准失效条件的情况下,将所述第二虚拟角色固定在自瞄列表的首位,以将所述瞄准标记保持显示在所述第二虚拟角色上;
    其中,所述自瞄列表是基于自动瞄准机制进行更新的优先级列表;所述自动瞄准机制是基于所述主控虚拟角色在射击时,对所述至少两个候选虚拟角色瞄准的优先级顺序,将处于首位的候选虚拟角色确定为所述瞄准目标的瞄准机制。
  9. 根据权利要求7所述的方法,其特征在于,所述瞄准失效条件包括如下条件中的至少一个:
    所述第二虚拟角色的生命值为零;
    所述第二虚拟角色与所述第一虚拟角色之间的距离大于最大瞄准距离;
    所述第二虚拟角色移出所述关卡界面。
  10. 根据权利要求2至6任一所述的方法,其特征在于,所述自动瞄准机制是根据所述主控虚拟角色和所述候选虚拟角色在所述虚拟环境中的距离、所述候选虚拟角色的剩余生命值、所述候选虚拟角色的剩余生命值百分比以及所述候选虚拟角色对应的击杀收益中的至少一种元素对所述至少两个候选虚拟角色进行优先级排序后,将处于首位的候选虚拟角色确定为所述瞄准目标的瞄准机制。
  11. 根据权利要求10所述的方法,其特征在于,所述自动瞄准机制的更新时机包括如下时机中的至少一种:
    当前时刻满足更新周期;
    接收到用于控制所述主控虚拟角色进行射击的指令;
    所述瞄准目标满足瞄准失效条件;所述瞄准失效条件是指示所述瞄准目标超出所述主控虚拟角色的瞄准范围的条件。
  12. 根据权利要求1至6任一所述的方法,其特征在于,所述在所述至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记,包括:
    在所述第一虚拟角色上显示第一瞄准标记;
    所述方法还包括:
    响应于对所述瞄准目标的连续切换操作,将所述第一虚拟角色上所述第一瞄准标记切换为第二瞄准标记,所述第二瞄准标记与所述第一瞄准标记是不同类型的瞄准标记;
    响应于对所述瞄准目标的第一射击操作,对所述第一虚拟角色进行射击、以及将所述第二瞄准标记切换显示在所述第二虚拟角色上。
  13. 根据权利要求12所述的方法,其特征在于,所述将所述第二瞄准标记切换显示在所述第二虚拟角色上之后,还包括:
    响应于对所述瞄准目标的第二射击操作,对所述第二虚拟角色进行射击,以及将所述第二瞄准标记切换显示在所述第一虚拟角色上。
  14. 根据权利要求12所述的方法,其特征在于,所述至少两个候选虚拟角色中包括第三虚拟角色;
    所述将所述第二瞄准标记切换显示在所述第二虚拟角色上之后,还包括:
    响应于对所述瞄准目标的第三射击操作,对所述第二虚拟角色进行射击、以及将所述第 二瞄准标记切换显示在所述第三虚拟角色上。
  15. 根据权利要求14所述的方法,其特征在于,所述将所述第二瞄准标记切换显示在所述第三虚拟角色上之后,还包括:
    响应于对所述瞄准目标的第四射击操作,对所述第三虚拟角色进行射击;以及
    在所述第三虚拟角色是一轮射击中最后一个未射击角色的情况下,将所述第二瞄准标记切换显示在所述第一虚拟角色上,所述一轮射击是指对所述至少两个候选虚拟角色进行依次射击的过程。
  16. 一种瞄准标记的显示装置,其特征在于,所述装置包括:
    显示模块,用于显示关卡界面,所述关卡界面显示有位于虚拟环境中的主控虚拟角色、以及至少两个候选虚拟角色,所述候选虚拟角色是指支持被瞄准标记进行瞄准的虚拟角色,所述瞄准标记用于标记出所述主控虚拟角色在射击时的瞄准目标;
    所述显示模块,还用于在所述至少两个候选虚拟角色中的第一虚拟角色上显示瞄准标记;
    所述显示模块,还用于响应于对所述瞄准目标的切换操作,将所述瞄准标记切换显示在所述至少两个候选虚拟角色中的第二虚拟角色上。
  17. 根据权利要求16所述的方法,其特征在于,所述显示模块,包括:
    确定子模块,用于基于自动瞄准机制在所述至少两个候选虚拟角色中确定出所述第一虚拟角色;所述第一虚拟角色是所述自动瞄准机制确定的优先级最高的候选虚拟角色;
    显示子模块,用于在所述第一虚拟角色上显示所述瞄准标记;
    所述确定子模块,用于响应于对所述瞄准目标的切换操作,基于所述自动瞄准机制在所述至少两个候选虚拟角色中确定出所述第二虚拟角色,所述第二虚拟角色是所述自动瞄准机制确定的除所述第一虚拟角色之外优先级最高的候选虚拟角色;
    所述显示子模块,用于在所述第二虚拟角色上显示所述瞄准标记。
  18. 一种计算机设备,其特征在于,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或所述指令集由所述处理器加载并执行以实现如权利要求1至15任一所述的瞄准标记的显示方法。
  19. 一种计算机可读存储介质,其特征在于,所述计算机可读存储介质中存储有至少一条程序代码,所述程序代码由处理器加载并执行以实现如权利要求1至15任一所述的瞄准标记的显示方法。
  20. 一种计算机程序产品,其特征在于,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中;计算机设备的处理器从所述计算机可读存储介质读取所述计算机指令,所述处理器执行所述计算机指令,使得所述计算机设备执行如权利要求1至15任一所述的瞄准标记的显示方法。
PCT/CN2022/072779 2021-01-21 2022-01-19 瞄准标记的显示方法、装置、设备及存储介质 WO2022156712A1 (zh)

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