Display method, device and equipment of aiming mark and storage medium

文档序号:667173 发布日期:2021-04-30 浏览:10次 中文

阅读说明:本技术 瞄准标记的显示方法、装置、设备及存储介质 (Display method, device and equipment of aiming mark and storage medium ) 是由 乔子健 于 2021-01-21 设计创作,主要内容包括: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。所述方法包括:显示横版关卡界面,横版关卡界面包括位于虚拟环境中的虚拟角色、至少两个敌方角色以及瞄准切换控件;在至少两个敌方角色中的第一敌方角色上显示瞄准标记,瞄准标记用于标记出瞄准目标;响应于瞄准切换控件上触发的切换操作,将瞄准标记切换显示在至少两个敌方角色中的第二敌方角色上。本申请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,使得用户结合自动瞄准机制在不同敌方角色之间进行切换,此过程独立于用户控制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。(The application discloses a display method, a display device, display equipment and a storage medium of an aiming mark, and belongs to the field of application programs supporting virtual environments. The method comprises the following steps: displaying a horizontal level gate interface, wherein the horizontal level gate interface comprises a virtual character, at least two enemy characters and an aiming switching control which are positioned in a virtual environment; displaying an aiming mark on a first enemy character of the at least two enemy characters, wherein the aiming mark is used for marking an aiming target; and in response to a switching operation triggered on the aiming switching control, switching and displaying the aiming mark on a second enemy character in the at least two enemy characters. According to the method and the device, when the aiming target determined by the automatic aiming mechanism does not accord with the subjective intention of the user, a simple and quick aiming target switching mechanism is provided, so that the user can switch between different enemy roles by combining the automatic aiming mechanism, the process is independent of other operations of the user for controlling the virtual role, and the complexity of the operation of the user when the aiming target is switched is reduced.)

1. A method of displaying an aiming mark, the method comprising:

displaying a horizontal level gate interface, wherein the horizontal level gate interface comprises a virtual character, at least two enemy characters and an aiming switching control, wherein the virtual character, the at least two enemy characters and the aiming switching control are positioned in a virtual environment;

displaying an aiming mark on a first enemy character of the at least two enemy characters, wherein the aiming mark is used for marking an aiming target of the virtual character when shooting;

and in response to a switching operation triggered on the aiming switching control, switching and displaying the aiming mark on a second enemy character of the at least two enemy characters.

2. The method of claim 1, wherein displaying an aiming marker on a first enemy character of the at least two enemy characters comprises:

determining the first enemy character from the at least two enemy characters based on an automatic aiming mechanism, wherein the first enemy character is the enemy character with the highest priority determined by the automatic aiming mechanism; displaying the aiming mark on the first enemy character;

the switching and displaying the aiming mark on a second enemy character of the at least two enemy characters in response to the switching operation triggered by the aiming switching control comprises the following steps:

determining the second enemy character from the at least two enemy characters based on the automatic aiming mechanism, wherein the second enemy character is the enemy character with the highest priority determined by the automatic aiming mechanism except the first enemy character; displaying the aiming mark on the second enemy character.

3. The method of claim 2, wherein the determining the second enemy character among the at least two enemy characters based on the automatic aiming mechanism comprises:

adding the first enemy character to a blacklist;

determining an enemy character with the highest priority from the remaining enemy characters based on the automatic aiming mechanism to serve as the second enemy character, wherein the remaining enemy character is an enemy character of the at least two enemy characters except the first enemy character.

4. The method of claim 3, wherein adding the first enemy character to a blacklist comprises:

when the blacklist is empty, directly adding the first enemy role to the blacklist;

and when a third enemy role exists in the blacklist, removing the third enemy role from the blacklist, and adding the first enemy role to the blacklist.

5. The method of claim 3, further comprising:

removing the first enemy character from the blacklist in response to the first enemy character satisfying a targeting failure condition.

6. The method of any of claims 1 to 5, further comprising:

the aiming mark remains displayed on the second enemy character without triggering an automatic switching condition.

7. The method of claim 6, wherein said maintaining the aiming mark displayed on the second enemy character without triggering an automatic switching condition comprises:

in the event that the automatic switching condition is not triggered, fixing the second enemy character at the head of a self-aiming list to keep the aiming mark displayed on the second enemy character;

wherein the self-targeting list is a priority list that is updated based on an automatic targeting mechanism.

8. The method of claim 6, wherein the automatic switching condition comprises at least one of:

the life value of the second enemy character is zero;

a distance between the second enemy character and the first enemy character is greater than a maximum aiming distance;

and the second enemy character moves out of the horizontal customs clearance interface.

9. The method according to any one of claims 2 to 5, wherein the automatic aiming mechanism is an aiming mechanism for determining an enemy character at the head as the aiming target after sequencing the at least two enemy characters according to at least one element of the virtual character and the distance of the enemy character in the virtual environment, the remaining life value of the enemy character, the remaining life value percentage of the enemy character and the killing profit corresponding to the enemy character.

10. The method of claim 9, wherein the update timing of the automatic targeting mechanism comprises at least one of:

the current moment meets the updating period;

receiving an instruction for controlling the virtual role to shoot;

the aiming target meets the aiming failure condition.

11. A display device of an aiming mark, the device comprising:

the system comprises a display module, a display module and a display module, wherein the display module is used for displaying a horizontal customs clearance interface, and the horizontal customs clearance interface comprises a virtual role positioned in a virtual environment, at least two enemy roles and an aiming switching control;

the display module is further used for displaying an aiming mark on a first enemy character of the at least two enemy characters, and the aiming mark is used for marking an aiming target of the virtual character when shooting;

the display module is further used for responding to a switching operation triggered on the aiming switching control and switching and displaying the aiming mark on a second enemy character of the at least two enemy characters.

12. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the method of displaying an aiming mark according to any one of claims 1 to 10.

13. A computer-readable storage medium having at least one program code stored therein, the program code being loaded and executed by a processor to implement the method of displaying an aiming mark according to any one of claims 1 to 10.

Technical Field

The present application relates to the field of applications supporting virtual environments, and in particular, to a method, an apparatus, a device, and a storage medium for displaying an aiming mark.

Background

In the crosscut shooting game, a user needs to control the virtual character to attack an enemy unit near the virtual character and to 'attack' the enemy unit, so as to 'break through', and further obtain the victory of the game.

When a user controls a virtual character to attack (or shoot) an enemy unit, an automatic aiming mechanism in a client determines an aiming target of the virtual character from a plurality of enemy units. In general, a client determines the distance between a virtual character and an enemy unit in a three-dimensional virtual environment, and then automatically aims the enemy unit closest to the virtual character as the virtual character. That is, when the user controls the virtual character to attack the enemy unit, the user preferentially attacks the enemy unit closest to the virtual character. The user can change the distance between the virtual character and the enemy unit by controlling the virtual character to move, thereby changing the aiming target of the virtual character.

The aiming target determined by the automatic aiming mechanism may not meet the subjective intention of the user. When the user changes the aiming target of the virtual character through the automatic aiming mechanism, the operation of the user for switching the aiming target by controlling the movement of the virtual character is complicated because the user is also influenced by other factors (for example, the user avoids the attack of an enemy unit) when controlling the movement of the virtual character.

Disclosure of Invention

The application provides a display method, a display device, display equipment and a storage medium of an aiming mark, which can reduce the complexity of the operation of switching the aiming target by a user when the aiming target determined by an automatic aiming mechanism does not accord with the subjective intention of the user. The technical scheme is as follows:

according to an aspect of the present application, there is provided a display method of an aiming mark, the method including:

displaying a horizontal level gate interface, wherein the horizontal level gate interface comprises a virtual character, at least two enemy characters and an aiming switching control, wherein the virtual character, the at least two enemy characters and the aiming switching control are positioned in a virtual environment;

displaying an aiming mark on a first enemy character of the at least two enemy characters, wherein the aiming mark is used for marking an aiming target of the virtual character when shooting;

and in response to a switching operation triggered on the aiming switching control, switching and displaying the aiming mark on a second enemy character of the at least two enemy characters.

According to another aspect of the present application, there is provided an aiming mark display device including:

the system comprises a display module, a display module and a display module, wherein the display module is used for displaying a horizontal customs clearance interface, and the horizontal customs clearance interface comprises a virtual role positioned in a virtual environment, at least two enemy roles and an aiming switching control;

the display module is used for displaying an aiming mark on a first enemy character of the at least two enemy characters, and the aiming mark is used for marking an aiming target of the virtual character when shooting;

and the display module is used for responding to the switching operation triggered on the aiming switching control and switching and displaying the aiming mark on the second enemy character of the at least two enemy characters.

In an alternative design, the display module includes:

a determining sub-module, configured to determine, based on an automatic aiming mechanism, the first enemy character from the at least two enemy characters, where the first enemy character is an enemy character with a highest priority determined by the automatic aiming mechanism;

the display module is used for displaying the aiming mark on the first enemy character;

the determining sub-module is configured to determine, based on the automatic aiming mechanism, a second enemy character from the at least two enemy characters, where the second enemy character is an enemy character with a highest priority determined by the automatic aiming mechanism, and is other than the first enemy character;

the display module is used for displaying the aiming mark on the second enemy character.

In an alternative design, the determining submodule includes:

a processing unit to add the first enemy role to a blacklist;

the determining submodule is configured to determine, based on the automatic aiming mechanism, an enemy character with a highest priority from among remaining enemy characters as the second enemy character, where the remaining enemy character is an enemy character other than the first enemy character from among the at least two enemy characters.

In an alternative design, the processing unit is configured to:

when the blacklist is empty, directly adding the first enemy role to the blacklist;

and when a third enemy role exists in the blacklist, removing the third enemy role from the blacklist, and adding the first enemy role to the blacklist.

In an alternative design, the processing unit is configured to:

removing the first enemy character from the blacklist in response to the first enemy character satisfying a targeting failure condition.

In an alternative design, the display module is configured to:

the aiming mark remains displayed on the second enemy character without triggering an automatic switching condition.

In an alternative design, the processing unit is configured to:

in the event that the automatic switching condition is not triggered, fixing the second enemy character at the head of a self-aiming list to keep the aiming mark displayed on the second enemy character;

wherein the self-targeting list is a priority list that is updated based on an automatic targeting mechanism.

In an alternative design, the automatic switching condition includes at least one of the following conditions:

the life value of the second enemy character is zero;

a distance between the second enemy character and the first enemy character is greater than a maximum aiming distance;

and the second enemy character moves out of the horizontal customs clearance interface.

In an optional design, the automatic aiming mechanism is to determine an enemy character at the head as the aiming mechanism of the aiming target after sequencing the at least two enemy characters according to at least one element of the virtual character, the distance of the enemy character in the virtual environment, the remaining life value of the enemy character, the remaining life value percentage of the enemy character and the killing profit corresponding to the enemy character.

In an alternative design, the update timing of the automatic targeting mechanism includes at least one of the following timings:

the current moment meets the updating period;

receiving an instruction for controlling the virtual role to shoot;

the aiming target meets the aiming failure condition.

According to another aspect of the present application, there is provided a computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by the processor to implement the method of displaying an aiming mark as described above.

According to another aspect of the present application, there is provided a computer-readable storage medium having at least one program code stored therein, the program code being loaded and executed by a processor to implement the method of displaying an aiming mark as described above.

According to another aspect of the application, a computer program product or computer program is provided, 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 to cause the computer device to perform the method of displaying the aiming mark provided in the various alternative implementations of the above aspect.

The beneficial effect that technical scheme that this application provided brought includes at least:

by displaying the aiming mark on a first enemy character of at least two enemy characters, the aiming mark is switched and displayed on a second enemy character according to the switching operation. When the aiming target determined by the automatic aiming mechanism does not accord with the subjective intention of the user, a simple and quick aiming target switching mechanism is provided, so that the user can switch between different high-priority enemy characters by combining the automatic aiming mechanism, the process is independent of other operations of the user for controlling the virtual character, and the complexity of the operation of the user when the aiming target is switched is reduced.

Drawings

In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.

FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application;

FIG. 2 is a schematic diagram of a cross-bar level interface provided by an exemplary embodiment of the present application;

FIG. 3 is a flowchart illustrating a method for displaying an aiming mark according to an exemplary embodiment of the present application;

FIG. 4 is a schematic diagram of an implementation principle of a display virtual environment provided by an exemplary embodiment of the present application;

FIG. 5 is a flowchart illustrating a method for displaying an aiming mark according to another exemplary embodiment of the present application;

FIG. 6 is a schematic diagram of an implementation process for displaying an aiming mark on a first enemy character as provided by an exemplary embodiment of the present application;

FIG. 7 is a schematic illustration of an implementation process for displaying an aiming mark on a second enemy character as provided by yet another exemplary embodiment of the present application;

FIG. 8 is a schematic illustration of a self-addressed list and a blacklist provided by an exemplary embodiment of the present application;

FIG. 9 is a schematic illustration of a cross-bar level interface provided by another exemplary embodiment of the present application;

FIG. 10 is a schematic diagram of an implementation process for determining a targeting target provided by an exemplary embodiment of the present application;

FIG. 11 is a schematic diagram of a display device of an aiming mark provided in an exemplary embodiment of the present application;

FIG. 12 is a schematic diagram of a display module provided in an exemplary embodiment of the present application;

FIG. 13 is a schematic diagram of a structure of a deterministic sub-module provided in an exemplary embodiment of the present application;

fig. 14 is a schematic structural diagram of a terminal according to an exemplary embodiment of the present application.

The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and together with the description, serve to explain the principles of the application.

Detailed Description

To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.

First, terms referred to in the embodiments of the present application are described:

horizontal plate game: refers to a game in which the movement path of a game character is controlled on a horizontal screen. In all or most of the frames in the horizontal game, the movement path of the game character is along the horizontal direction. According to the content, the horizontal game is divided into horizontal cross-cut, horizontal adventure, horizontal competitive and horizontal strategy; the horizontal type game is classified into a two-dimensional (2D) horizontal type game and a three-dimensional (3D) horizontal type game according to the technology.

Virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure 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.

Optionally, the virtual environment may provide a battle environment for the virtual character. Illustratively, in a horizontal game, one or two virtual characters compete in a virtual environment in a single game, the virtual characters achieve the purpose of survival in the virtual environment by avoiding attacks initiated by enemy characters and dangers (such as poison circle, marshland and the like) existing in the virtual environment, when the life value of the virtual character in the virtual environment is zero, the life of the virtual character in the virtual environment is ended, and finally the virtual character which smoothly passes through a route in a checkpoint is a winner. Each client may control one or more virtual roles in the virtual environment.

Virtual roles: refers to at least one movable object in a virtual environment that is controlled by a user. The virtual character may be a virtual character, a virtual animal, an animation character, or the like. Optionally, the virtual character is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual character has its own shape and volume in the virtual environment, occupying a portion of the space in the virtual environment.

An enemy character: refers to at least one movable object controlled by an application in a virtual environment. The user-controlled virtual character can attack the enemy character. An enemy Character may also be referred to as a Non-Player Character (NPC). The enemy character can be a virtual character, a virtual animal, an animation character, a virtual monster, a virtual robot, a virtual tank, a virtual plane, and the like. Optionally, the enemy character is a three-dimensional stereo model created based on animated skeletal techniques. Each enemy character has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the virtual environment.

Virtual props: the virtual props include at least one of virtual weapons, functional props, and virtual equipment. For example, the virtual item in the embodiment of the present application refers to a virtual weapon, and the virtual weapon is a weapon that the virtual character can use in the virtual environment. Illustratively, a virtual weapon is a prop that, after use by a virtual character, can affect the activity state or life value of an attacking enemy character. Virtual weapons include cold weapons, firearms, artillery, armored combat vehicles, riot weapons, biochemical weapons, nuclear weapons, new concept weapons, and the like. For example, the virtual property may be a knife, gun, sword, pistol, rifle, submachine gun, machine gun, special gun, shotgun, grenade, rocket gun, mortar, tank gun, cannon, missile, laser weapon, microwave weapon, particle beam weapon, kinetic energy interceptor projectile, electromagnetic gun, impulse weapon, signal interference weapon, and the like. Different virtual weapons correspond to different weapon attributes, including attack injury, attack range, attack rate, and the like. When the user controls the virtual character to attack the enemy character by adopting different virtual weapons, different attack effects can be generated according to different weapon attributes. Including individual attacks against a single enemy character and range Of impact (AOE) attacks against a range Of enemy characters.

The Third Person called Shooting Game (Third-Person Shooting Game, TPS): the present invention relates to a shooting game that a user can play at a third person viewing angle, and a screen of a virtual environment in the game is a screen that the virtual environment is viewed at the third person viewing angle (i.e., the user viewing angle). In the game, the user controls the virtual character to attack the enemy character, thereby killing the enemy character, continuously carrying out 'breakthrough', and further obtaining the game victory game. The virtual character and the enemy character have corresponding life values, and when the life value is 0, the virtual character or the enemy character is regarded as dead. Optionally, in the third person named shooting game, the game can also be played in a team fighting mode, wherein the team fighting mode refers to that two or more users play a 'breakthrough' in a team, and each user controls a virtual character of the user to attack an enemy character. The present embodiment does not limit the battle mode.

User Interface (UI) controls: the UI control refers to any visual control or element that can be seen on a user interface of an application program, for example, controls such as a picture, an input box, a text box, a button, a label, and the like, wherein some UI controls respond to user operations, for example, a user can input text in the input box, and the user performs information interaction with the user interface through the UI controls.

The method provided in the application can be applied to an application program with a virtual environment, a virtual role and an enemy role. Illustratively, an application that supports a virtual environment is one in which a user can control the movement of a virtual character within the virtual environment and attack an enemy character. By way of example, the methods provided in the present application may be applied to: any one of a Virtual Reality (VR) program, an Augmented Reality (AR) program, a three-dimensional map program, a military Simulation program, a Virtual Reality Game, an Augmented Reality Game, a First-Person shooter Game (FPS), a third-Person shooter Game, a Multiplayer Online tactical sports Game (MOBA), and a strategy Game (SLG).

The game in the virtual environment is formed by one or more maps of game worlds, the virtual environment in the game simulates a scene of a real world, and a user can control virtual characters in the game to perform actions such as walking, running, jumping, shooting, fighting, driving, attacking enemy characters by using virtual weapons and the like in the virtual environment, so that the interactivity is strong. Optionally, the game can also support online team-forming of multiple users for game play.

In some embodiments, the application may be a shooting game, a racing game, a role playing game, an adventure game, a sandbox game, a tactical competition game, a military simulation program, or the like. The application program may support at least one operating system of a Windows operating system, an apple operating system, an android operating system, an ios (iphone Operation system) operating system, and a LINUX operating system, and optionally, the application programs of different operating systems may also be interconnected. The application program is a program suitable for a mobile terminal having a touch screen. The application program is an application program developed based on a three-dimensional engine, for example, the three-dimensional engine is a Unity engine.

FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110 and a server 120.

The first terminal 110 is installed and operated with an application program supporting a virtual environment. Optionally, the computer system 100 can further include a second terminal 130 when the application supports the team fight mode described above. The first terminal 110 is a terminal used by a first user who uses the first terminal 110 to control a first virtual character located in a virtual environment to play a game. Including at least one of adjusting a body pose of the first virtual character, crawling, walking, running, riding, jumping, driving, attacking an enemy character, picking up a virtual weapon, arming the virtual weapon, switching the virtual weapon currently in use, and determining a targeting target for the first 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, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 120 includes a processor 121, a user account database 122, a combat service module 123, and a user-oriented Input/Output Interface (I/O Interface) 124. The processor 121 is configured to load an instruction stored in the server 120, and process data in the user account database 122 and the combat service module 123; the user account database 122 is configured to store data of user accounts used by the first terminal 110 and the second terminal 130, such as head images of the user accounts, nicknames of the user accounts, and service areas where the user accounts are located; the fight service module 123 is used for realizing a team fight mode; the user-facing I/O interface 124 is used to establish communication with the first terminal 110 through a wireless network or a wired network to exchange data.

Optionally, the server 120 undertakes primary computational work and the first terminal 110 and the second terminal 130 undertakes secondary computational work; alternatively, the server 120 undertakes the secondary computing work, and the first terminal 110 and the second terminal 130 undertake the primary computing work; or, the server 120, the first terminal 110, and the second terminal 130 perform cooperative computing by using a distributed computing architecture.

The second terminal 130 is installed and operated with an application program supporting a virtual environment. The application program supports the team fighting mode. The second terminal 130 is a terminal used by the second user who uses the second terminal 130 to control a second virtual character located in the virtual environment to play a game. Including at least one of adjusting a body pose of the second virtual character, crawling, walking, running, riding, jumping, driving, attacking an enemy character, picking up virtual weapons, arming virtual weapons, switching virtual weapons currently in use, and determining a targeting target for the second virtual character.

Optionally, the first virtual character and the second virtual character are in the same virtual environment.

Alternatively, 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 the same type of application of different control system platforms. The first terminal 110 may generally refer to one of a plurality of terminals, and the second terminal 130 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and include: at least one of an AR device, a VR device, a smart wearable device, a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.

Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application. The embodiment of the present application is mainly explained with an application scenario of a single terminal.

FIG. 2 is a schematic diagram of a cross-bar level interface provided by an exemplary embodiment of the present application. As shown in fig. 2 (a), the client displays a horizontal customs clearance interface including a virtual character 202 located in a virtual environment 201, at least two enemy characters 203 (including, for example, a first enemy character 203a, a second enemy character 203b, and a third enemy character 203c), and an aiming switch control 204. Also displayed in the cross-bar interface are control controls 205 for controlling the virtual character 202 to run, jump, throw a bomb, and fire with a virtual weapon (pistol), and directional controls (virtual joysticks) 206 for controlling the travel and direction of travel of the virtual character 202. When the user starts a game (or a game off) through the client, the client displays the horizontal stage level interface. The client then determines, based on an automatic aiming mechanism, the enemy character 203 with the highest priority (e.g., the first enemy character 203a) among the at least two enemy characters 203 as the aiming target of the virtual character 202, and displays the aiming mark 207 on the determined aiming target. Optionally, the automatic aiming mechanism is an aiming mechanism that ranks at least two enemy characters 203 according to at least one element of a distance between the virtual character 202 and the enemy character 203 in the virtual environment 201, a remaining life value of the enemy character 203, a remaining life value percentage of the enemy character 203, and a killing profit corresponding to the enemy character 203, and determines the enemy character 203 at the head as an aiming target. The embodiment of the present application is mainly described in terms of an automatic aiming mechanism based on the distance between the virtual character 202 and the enemy character 203 in the virtual environment 201. This distance is inversely related to the priority of the enemy character 203. I.e., the closer to the virtual character 202, the higher the priority of the virtual character 202. The distance is the distance between the virtual character 202 and the enemy character 203 in the three-dimensional virtual environment in which they are located. When the automatic aiming mechanism is based on the distance between the virtual character 202 and the enemy character 203 in the virtual environment 201, the first enemy character 203a has a higher priority than the second enemy character 203b, and the second enemy character 203b has a higher priority than the third enemy character 203 c. At this time, when the client receives an instruction to control the enemy character 203 to shoot, the client controls the virtual character 202 to shoot the first enemy character 203 a.

As shown in fig. 2 (b), when the client receives a switching operation triggered on the aiming switch control 205 for the first time, the currently determined aiming target (the first enemy character 203a) is added to the blacklist. Moreover, when the enemy role 203 is added to the blacklist, if the blacklist already has the enemy role 202, the client will remove the existing enemy role 202 from the blacklist, that is, the blacklist always has at most one enemy role 202. The client then determines, based on the automatic aiming mechanism, the enemy character 203 (second enemy character 203b) having the highest priority from among the remaining enemy characters 203 as the aiming target of the virtual character 202 at that time, and switches and displays the aiming mark 207 on the aiming target determined at that time. At this time, when the client receives an instruction to control the enemy character 203 to shoot, the client controls the virtual character 202 to shoot the second enemy character 203 b.

As shown in fig. 2 (c), when the client receives the switching operation triggered on the aiming switch control 205 again, the client moves the enemy character 203 in the blacklist (i.e., the first enemy character 203a) out, and adds the currently determined aiming target (the second enemy character 203b) to the blacklist. The client then determines, based on the automatic aiming mechanism, the enemy character 203 with the highest priority (first enemy character 203a) from the remaining enemy characters 203 as the aiming target of the virtual character 202 at that time, and switches and displays the aiming mark 207 on the aiming target determined at that time. At this time, when the client receives an instruction to control the enemy character 203 to shoot, the client controls the virtual character 202 to shoot the first enemy character 203 a.

When the client receives the switching operation triggered by the aiming switching control 205 again, the client may continue to determine the aiming target according to the manner of receiving the switching operation again.

In addition, in the event that an automatic switching condition is not triggered, the client may keep the sighting mark 207 displayed on the sighting target currently determined based on the switching operation. For example, if the client switches the determined aiming target from the first enemy character 203a to the second enemy character 203b based on the switching operation, the client keeps displaying the aiming mark 207 on the second enemy character 203b, that is, the second enemy character 203b is always used as the aiming target. Until the second enemy character 203b satisfies the sighting failure condition or receives the switching operation again thereafter. Alternatively, in a case where the automatic switching condition is not triggered, the client fixes the sighting target currently determined based on the switching operation at the head of the self-aiming list, so that the sighting mark 207 is kept displayed on the sighting target currently determined based on the switching operation. Wherein the self-targeting list is a list that is updated to reflect the priority of the enemy character 203 based on the automatic targeting mechanism. Under the condition that an automatic switching condition is triggered, the client removes the enemy role 203 which is in the blacklist at the moment from the blacklist, and determines the enemy role 203 with the highest priority from the enemy roles 203 based on an automatic aiming mechanism to serve as an aiming target at the moment. For example, the current aiming target of the virtual character 202 determined by the client based on the switching operation is the first enemy character 203a, and the aiming target before the switching is the second enemy character 203 b. When the user controls the virtual character 202 to shoot the first enemy character 203a and kills the first enemy character 203a, the client removes the second enemy character 203b from the blacklist, and determines the enemy character 203 with the highest priority (for example, the second enemy character 203b) as the aiming target among the enemy characters 203 based on the automatic aiming mechanism.

Moreover, the client updates the automatic targeting mechanism when the update timing is satisfied, that is, updates the priority of each enemy character 203. The update timing includes at least one of that the current time satisfies the update cycle, that an instruction to control the virtual character 203 to shoot is received, and that the aiming target satisfies the aiming fail condition. Updating the automatic targeting mechanism affects the priority of each enemy character 203 that the client uses when determining a targeting target based on the automatic targeting mechanism, thereby affecting the final determined targeting target.

When the virtual character is controlled to shoot the enemy character in the mode, the client can switch the current aiming target of the 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 accord with the subjective intention of the user, a simple and quick aiming target switching mechanism is provided, so that the user can switch between different high-priority enemy characters by combining the automatic aiming mechanism, the process is independent of other operations of the user for controlling the virtual character, and the complexity of the operation of the user when the aiming target is switched is reduced.

Fig. 3 is a flowchart illustrating a method for displaying an aiming mark according to an exemplary embodiment of the present application. The method may be used in a client running on a terminal as shown in fig. 1, the client being an application supporting a virtual environment. As shown in fig. 3, the method includes:

step 301: and displaying a horizontal level gate interface, wherein the horizontal level gate interface comprises a virtual character positioned in the virtual environment, at least two enemy characters and an aiming switching control.

The horizontal barrier interface is an interface displayed by the client after the user opens a barrier game in the client. The horizontal barrier interface is a horizontal screen interface. The virtual environment includes at least one of a simulated environment, a semi-simulated semi-fictional environment, and a purely fictional environment of the real world. Optionally, the virtual environment is a three-dimensional virtual environment. The virtual environment displayed by the client is acquired by a camera model erected in the three-dimensional virtual environment. Illustratively, the virtual environment includes at least one of a simulated environment of a city, a simulated environment of a forest, a simulated environment of a subsurface space, a simulated environment underwater, and a simulated environment of a point of interest.

For example, fig. 4 is a schematic diagram for displaying an implementation principle of a virtual environment according to an exemplary embodiment of the present application, as shown in fig. 4, an acquisition direction of a camera model 401 erected in a three-dimensional virtual environment is perpendicular to an x-axis, and assuming that a movement line of a virtual character in the three-dimensional virtual environment is along a positive x-axis direction of a world coordinate system, a horizontal barrier interface shown in fig. 2 is acquired by the camera model 401 from a horizontal viewing angle during a process of following the movement of the virtual character along a positive x-axis direction.

The virtual character is a movable object in a virtual environment controlled by a user, including a virtual character, a virtual animal, an animation character, and the like, and the user controls the virtual character to shoot (attack) an enemy character. The enemy character, which is also a moveable object in the virtual environment, is controlled by the client, such as an NPC. The enemy character comprises a virtual character, a virtual animal, an animation character, a virtual monster, a virtual robot, a virtual tank, a virtual airplane and the like. The aiming toggle control is a button. Optionally, a pattern aimed at the center of sight is displayed in the button.

The client controls the enemy role through logic implemented in the client, which includes code resources related to the running logic. Logical resources include, but are not limited to: the logic resource management method comprises at least one of triggering logic of an enemy character, moving logic of the enemy character, attacking logic of the enemy character, appearing logic of a neutral unit, action logic of the neutral unit, launching logic of a flight prop, launching logic of a ground vehicle, launching logic of a robot carrier and reward dropping logic.

Optionally, with continued reference to fig. 2, control controls 205 for controlling the virtual character to run, jump, throw bombs, and fire with a virtual weapon, and direction controls 206 for controlling the virtual character's travel and direction of travel, can also be displayed in the cross-bar interface.

Step 302: an aiming mark is displayed on a first enemy character of the at least two enemy characters.

The client determines a first enemy role from at least two enemy roles according to at least one of the distance between the enemy role and the virtual role, the remaining life value of the enemy role, the remaining life value percentage of the enemy role and the killing profit corresponding to the enemy role. The distance is the distance between the enemy character and the virtual character in the three-dimensional virtual environment, and the killing profit is the profit obtained by the virtual character when the user controls the virtual character to kill the enemy character and comprises at least one of an empirical value, money, a virtual prop and attribute addition. Illustratively, the client determines the priority of the enemy character according to the distance between the enemy character and the virtual character, and determines the enemy character with the highest priority as the first enemy character. The distance between the enemy character and the virtual character is inversely related to the priority of the enemy character, namely the closer the enemy character is to the virtual character, the higher the priority is, and the farther the enemy character is from the virtual character, the lower the priority is.

The aiming mark is used for marking the aiming target of the virtual character when shooting. The aiming target of the virtual character refers to a target shot by the virtual character when the client receives an instruction for controlling the virtual character to shoot. Optionally, the virtual character shoots the enemy character through a virtual weapon. Virtual weapons include cold weapons, firearms, artillery, armored combat vehicles, riot weapons, biochemical weapons, nuclear weapons, new concept weapons, and the like. Different virtual weapons correspond to different weapon attributes, including attack injury, attack range, attack rate, and the like. When the virtual character shoots the aiming target through a virtual weapon which can only carry out single attack, only the aiming target is damaged. When the virtual character shoots the aiming target through the virtual weapon with the AOE attack effect, the aiming target is damaged, and meanwhile, enemy characters near the aiming target are damaged. For example, the closer to the target, the higher the damage that is caused.

When the client displays the cross-edition level interface, the client determines a first enemy role. When the horizontal customs clearance interface only comprises one enemy character, the client determines the enemy character as the aiming target.

Illustratively, after the client determines the aiming target, when receiving an instruction for controlling the virtual character to shoot, the client displays an animation that a pistol equipped with the virtual character emits a virtual bullet flying toward the aiming target. The pistol can only carry out single attack, and the client determines the residual life value of the enemy role after the virtual role attacks the enemy role according to the attack injury and the attack rate of the pistol. When the remaining life value of the enemy character is 0, the enemy character is regarded as "dead (killed)". With continued reference to fig. 2, when the client receives a touch operation for the button of the control 205 on which the pistol is displayed, it is determined that an instruction to control the virtual character to attack has been received.

Displaying the aiming mark on the first enemy character includes displaying the aiming mark above, below, to the left, to the right of the first enemy character, and in a display area of the enemy character. Displaying the aiming mark in the display area of the enemy character generally means displaying the aiming mark at the center or gravity of the enemy character. The aiming mark can mark the aiming target, so that a user is prompted to shoot the marked aiming target when controlling the virtual character to shoot. Optionally, the aiming mark aims at a pattern of the collimation center.

Step 303: and in response to a switching operation triggered on the aiming switching control, switching and displaying the aiming mark on a second enemy character in the at least two enemy characters.

When the client receives a touch operation aiming at the aiming switching control, the switching operation is determined to be received. The touch operation comprises single click, double click and long press, and is triggered by a finger of a user, a mouse and an external device.

The information used by the client in determining the second enemy character is the same as the information used in determining the first enemy character. For example, if the client determines the first enemy character according to the distance between the enemy character and the virtual character, the client determines the second enemy character according to the distance between the enemy character and the virtual character. Optionally, when the client determines the first enemy character and receives the switching operation, the client determines the enemy character with the highest priority except the first enemy character as the second enemy character. And then, when the client receives the switching operation again, the client can continuously determine a new aiming target according to the mode.

It should be noted that the client updates the priority of the enemy character when the update opportunity is satisfied. And the updating time comprises at least one of the condition that the current time meets the updating period, the received instruction for controlling the virtual character to shoot and the condition that the aiming target meets the aiming failure condition. Updating the priorities of the enemy characters can affect the priorities of all enemy characters used by the client when determining the aiming target, thereby affecting the finally determined aiming target. The update period is client-determined, e.g., updated once per second. The aiming target meeting the aiming failure condition comprises that the life value of the aiming target is zero, the distance between the aiming target and the virtual character is greater than the maximum aiming distance, and the aiming target moves out of the horizontal plate checkpoint interface. For example, the aiming target is separated from the virtual character by a virtual wall, and the aiming target is out of the attack range of the virtual character, namely, the distance between the aiming target and the virtual character is greater than the maximum aiming distance.

And the client switches and displays the aiming mark on the second enemy character, wherein the aiming mark displayed on the first enemy character is moved and then displayed on the second enemy character, or the aiming mark on the first enemy character is canceled and then displayed on the second enemy character. The aiming mark displayed on the first enemy character and the second enemy character are the same.

In summary, in the method provided in this embodiment, the aiming mark is displayed on the first enemy character of the at least two enemy characters, and then the aiming mark is switched and displayed on the second enemy character according to the switching operation. When the aiming target determined by the automatic aiming mechanism does not accord with the subjective intention of the user, a simple and quick aiming target switching mechanism is provided, so that the user can switch between different high-priority enemy characters by combining the automatic aiming mechanism, the process is independent of other operations of the user for controlling the virtual character, and the complexity of the operation of the user when the aiming target is switched is reduced.

Fig. 5 is a flowchart illustrating a method for displaying an aiming mark according to another exemplary embodiment of the present application. The method may be used in a client running on a terminal as shown in fig. 1, the client being an application supporting a virtual environment. As shown in fig. 5, the method includes:

step 501: and displaying a horizontal level gate interface, wherein the horizontal level gate interface comprises a virtual character positioned in the virtual environment, at least two enemy characters and an aiming switching control.

The horizontal barrier interface is an interface displayed by the client after the user opens a barrier game through the client. The horizontal barrier interface is a horizontal screen interface. The virtual character is a movable object in a virtual environment controlled by a user. The enemy character, which is also a movable object in the virtual environment, is controlled by the client. The enemy character can also be controlled by a different user than the user controlling the virtual character. The user-controlled virtual character can shoot an enemy character. The aiming toggle control is a button.

Step 502: an aiming mark is displayed on a first enemy character of the at least two enemy characters.

Optionally, as shown in fig. 6, the implementation process of step 502 includes the following steps 5021 and 5022:

in step 5021, a first enemy character is determined from at least two enemy characters based on an automatic aiming mechanism.

The first enemy character is the highest priority enemy character determined by the automatic aiming mechanism. The automatic aiming mechanism is an aiming mechanism which determines the first enemy role as an aiming target after sequencing at least two enemy roles according to at least one element of the distance between the virtual role and the enemy role in the virtual environment, the residual life value of the enemy role, the residual life value percentage of the enemy role and the killing profit corresponding to the enemy role. Wherein the distance is the distance between the enemy character and the virtual character in the three-dimensional virtual environment. The killing profit is the profit obtained by the virtual character when the user controls the virtual character to kill the enemy character. The distance between the enemy character and the virtual character is inversely related to the priority of the enemy character. That is, the closer the enemy character is to the virtual character, the higher the priority, and the farther the enemy character is from the virtual character, the lower the priority. The embodiment of the present application is mainly explained by an automatic aiming mechanism based on distance.

When a user starts a game (or a game off) through the client, the client displays the horizontal stage level interface and determines a first enemy character based on the automatic aiming mechanism.

The client can determine the attack enemy role in the attack range of the virtual role from at least two enemy roles. And then determining the priority of the attack enemy character according to the distance between the attack enemy character and the virtual character. And if the enemy role displayed in the same horizontal barrier interface with the virtual role is possibly out of the attack range of the virtual role, the client only determines the priority of the enemy role in the attack range of the virtual role at the moment and only determines the first enemy role in the offensive enemy role. The attack range is determined according to the attack distance of the virtual weapon equipped by the virtual character, and the attack distance of the virtual weapon is inversely related to the attack distance of the corresponding real weapon. For example, the attack range of the virtual pistol is smaller than the attack range of the virtual rifle.

Optionally, the first enemy character determined by the client is the enemy character closest to the virtual character. The first enemy character is a target aimed at by the virtual character, and the target aimed at by the virtual character is a target shot by the virtual character when the client receives an instruction for controlling the virtual character to shoot. When the virtual character shoots the aiming target through a virtual weapon (such as a pistol, a rifle and a machine gun) which can only carry out single attack, only the aiming target is damaged. When a virtual character shoots a target through a virtual weapon (e.g., bomb, rocket gun, laser transmitter) having an AOE attack effect, the target is injured, and at the same time, an enemy character near the target is injured.

After determining the priority of the enemy role, the client can also sequence the enemy role according to the sequence from high to low in priority, so as to obtain a self-aiming list. And determines the first enemy character in the self-aiming list as the first enemy character. The self-aiming list is a priority list updated based on an automatic aiming mechanism and can reflect the priority of an enemy character. When the aiming target of the virtual character is determined, the client determines the first enemy character in the self-aiming list as the first enemy character. The self-aiming list stores the identification of each enemy character. The self-aiming list is stored in a cache (cache) of a terminal where the client is located, a Random Access Memory (RAM) or a Read-Only Memory (ROM).

And the client updates the automatic aiming mechanism under the condition that the updating opportunity is met, namely updating the priority of the enemy role. Updating the priorities of the enemy characters can affect the priorities of all enemy characters used by the client when determining the aiming target, thereby affecting the finally determined aiming target. The update timing of the automatic targeting mechanism comprises at least one of the following timings:

the current time satisfies the update period;

receiving an instruction for controlling the virtual character to shoot;

the targeting meets the targeting fail condition.

The update period is client-determined, e.g., updated once per second. The command for controlling the virtual character to shoot is triggered by touch operation on a shooting control in a horizontal barrier interface, is triggered by an entity key or an external device of a terminal where a client is located, and can also be triggered by a voice command of a user. The aiming target meeting the aiming failure condition comprises at least one of the life value of the aiming target being zero, the distance between the aiming target and the virtual character being greater than the maximum aiming distance, and the aiming target moving out of the horizontal version checkpoint interface. Illustratively, the aiming target is separated from the virtual character by a virtual wall, and the aiming target is out of the attack range of the virtual character, namely, the distance between the aiming target and the virtual character is greater than the maximum aiming distance.

In step 5022, an aiming mark is displayed on the first enemy character.

The aiming mark is used for marking the aiming target of the virtual character when shooting.

Optionally, after determining the first enemy character, the client may also continuously update the first enemy character based on the automatic aiming mechanism. For example, after the client currently determines the first enemy character, if the currently determined first enemy character is not the enemy character closest to the virtual character due to the movement of the enemy character, the client will determine the enemy character closest to the virtual character as the first enemy character, and switch and display the aiming mark on the newly determined first enemy character.

Illustratively, with continued reference to fig. 2 (a), the client-determined self-targeting list includes a first enemy character 203a, a second enemy character 203b, and a third enemy character 203c, which the client, upon determining, would determine as a targeting target the first enemy character in the self-targeting list, i.e., the first enemy character 203 a. And displays an aiming mark 207 on the first enemy character 203 a.

Step 503: and in response to a switching operation triggered on the aiming switching control, switching and displaying the aiming mark on a second enemy character in the at least two enemy characters.

When the client receives a touch operation aiming at the aiming switching control, the switching operation is determined to be received. The touch operation includes single click, double click and long press. Optionally, the second enemy character has a priority lower than that of the first enemy character, that is, the distance between the second enemy character and the virtual character is smaller than the distance between the enemy character other than the first enemy character and the virtual character.

Optionally, as shown in fig. 7, the implementation process of step 503 includes the following steps 5031 and 5032:

in step 5031, in response to a switching operation triggered on the aiming switching control, a second enemy character is determined from the at least two enemy characters based on the automatic aiming mechanism.

The second enemy character is the highest priority enemy character determined by the automatic aiming mechanism in addition to the first enemy character. Optionally, the client adds the first enemy role to the blacklist. And determining the enemy character with the highest priority from the rest enemy characters based on an automatic aiming mechanism to serve as a second enemy character. The remaining enemy character is an enemy character of the at least two enemy characters other than the first enemy character.

In the process that the client adds the first enemy role to the blacklist, when the blacklist is empty, the client directly adds the first enemy role to the blacklist; and when the third enemy role exists in the blacklist, the client removes the third enemy role from the blacklist and adds the first enemy role to the blacklist. For example, the client moves the third enemy character out of the blacklist, moves the first enemy character from the self-aiming list into the blacklist, and determines the third enemy character as the second enemy character if the third enemy character is closest to the virtual character at the moment.

The blacklist is empty, and the enemy role existing in the blacklist meets the targeting failure condition, that is, when the enemy role in the blacklist meets the targeting failure condition, the client will move the enemy role meeting the targeting failure condition out of the blacklist. For example, in response to the first enemy character satisfying the targeting failure condition, the client may remove the first enemy character that has been added to the blacklist from the blacklist. And the currently triggered switching operation is the first switching operation after starting one game (at this time, the enemy character is not moved into the blacklist). The blacklist has a third enemy role, which means that the currently triggered switching operation is not the first switching operation after starting a game. The client moves the third enemy role out of the blacklist, and the client can take the third enemy role as a preselected second enemy role when determining the second enemy role. And moving the first enemy role into the blacklist, and at the moment, the client does not consider the first enemy role when determining the second enemy role.

The client can establish a blacklist corresponding to the self-addressed list, wherein the blacklist stores at least one identifier of an enemy character, and the blacklist and the self-addressed list are stored in the same position. When the client starts a game, a self-aiming list and a blacklist are created.

Illustratively, with continued reference to fig. 2 (b), the self-aiming list determined by the client includes a first enemy character 203a, a second enemy character 203b and a third enemy character 203c, and when receiving the switching operation, the client moves the first enemy character 203a directly into the blacklist (first switching operation), and then determines the enemy character with the highest priority in the self-aiming list (i.e., the second enemy character 203b) as the aiming target at the time.

Illustratively, fig. 8 is a schematic diagram of a self-aimed list and a blacklist provided by an exemplary embodiment of the present application. As shown in fig. 8, the self-aimed list 801 determined by the client at the first time includes A, B, C, D, and the blacklist 802 is empty, when the first enemy role is a. Thereafter, the client receives the switching operation at the second time, at which point the client moves a into the blacklist 802, and determines the first enemy character (i.e., B) in the self-aiming list 801 at this time as the second enemy character.

In step 5032, an aiming mark is displayed on the second enemy character.

And the client switches and displays the aiming mark on the second enemy character, wherein the aiming mark displayed on the first enemy character is moved and then displayed on the second enemy character, or the aiming mark on the first enemy character is canceled and then displayed on the second enemy character. The aiming mark displayed on the first enemy character and the second enemy character are the same.

Step 504: the aiming mark remains displayed on the second enemy character without triggering the automatic switching condition.

In the event that the automatic switching condition is not triggered, the client will fix the second enemy character at the head of the self-aiming list to keep the aiming mark displayed on the second enemy character. The enemy character fixed at the head of the self-aiming list is always the aiming target before the aiming failure condition is met and the aiming target is switched next time. That is, when the user controls the virtual character to shoot, the user always shoots the aiming target before the current aiming target is not killed and the switching operation is not performed. The enemy character fixed at the head of the self-aiming list is the aiming target determined through the switching operation. The target is therefore the target that the user desires to attack.

The automatic switching condition comprises that the second enemy character meets the aiming failure condition, and specifically comprises at least one of the following conditions:

the life value of the second enemy character is zero;

the distance between the second enemy character and the virtual character is greater than the maximum aiming distance;

the second enemy character moves out of the horizontal customs clearance interface.

Illustratively, the user controls the virtual character to attack the second enemy character, and when the life value of the second enemy character is 0, the second enemy character meets the targeting failure condition. The second enemy character runs to one side of the virtual environment, and when the second enemy character runs out of the virtual environment and is not killed by the virtual character, the second enemy character meets the aiming failure condition. When the second enemy character moves and is separated from the virtual character by a virtual wall (the virtual character cannot attack the partition wall and exceeds the maximum aiming distance), the second enemy character meets the aiming failure condition.

Under the condition that the automatic switching condition is triggered, the client moves the enemy role in the blacklist out of the blacklist, the enemy role in the blacklist does not exist at the moment, then the enemy role with the highest priority (the first enemy role in the self-aiming list) is determined from the enemy roles based on an automatic aiming mechanism to serve as the aiming target at the moment, and the aiming mark is displayed on the aiming target. That is, when the client determines that the second enemy character satisfies the aiming failure condition, the client can also automatically determine a new aiming target for the virtual character.

For example, the client determines a first enemy character as the target, and then takes a second enemy character as the target according to the switching operation, so that the first enemy character is in the blacklist at the moment. And when the second enemy character meets the aiming failure condition, the client moves the first enemy character out of the blacklist, and if the first enemy character is closest to the virtual character at the moment, the client determines the first enemy character as a new aiming target.

Illustratively, fig. 9 is a schematic diagram of a horizontal customs clearance interface provided in another exemplary embodiment of the present application. As shown in fig. 9 (a), after the client starts a game, the first enemy character 902a closest to the virtual character 901 is determined as the aiming target from among the first enemy character 902a, the second enemy character 902b, and the third enemy character 902 c. Second enemy character 902b is then determined as the target of aim according to the switching operation, with first enemy character 902a now being on the blacklist. The client displays the animation of the virtual weapon of the virtual character 901 launching the virtual bullet 903 according to the instruction for controlling the virtual character to attack, and determines the remaining life value of the second enemy character 902b according to the damage of the virtual weapon. As shown in fig. 9 (b), when the remaining life value of the second enemy character 902b is 0, the client removes the first enemy character 902a from the blacklist. At this time, since the distance between the third enemy character 902c and the virtual character 901 after moving is smaller than the distance between the first enemy character 902a and the virtual character 901, the client determines the first (highest priority) enemy character in the self-aiming list, that is, the third enemy character 902c, as the aiming target.

In addition, after the user starts a game based on the above-described manner and switches the sighting target of the virtual character for the first time, the user can continue to switch the sighting target of the virtual character by the switching operation. The step 503 to 504 may be referred to for the process of continuing to switch the aiming target of the virtual character, which is not described herein again.

In summary, in the method provided in this embodiment, the aiming mark is displayed on the first enemy character of the at least two enemy characters, and then the aiming mark is switched and displayed on the second enemy character according to the switching operation. When the aiming target determined by the automatic aiming mechanism does not accord with the subjective intention of the user, a simple and quick aiming target switching mechanism is provided, so that the user can switch between different high-priority enemy characters by combining the automatic aiming mechanism, the process is independent of other operations of the user for controlling the virtual character, and the complexity of the operation of the user when the aiming target is switched is reduced.

The method provided by the embodiment further determines the aiming target of the virtual character and switches the aiming target of the virtual character according to the priority of the enemy character based on the automatic aiming mechanism, and provides a mode for automatically and quickly determining and switching the aiming target.

According to the method provided by the embodiment, the enemy role is added to the blacklist, so that the aiming target to be switched to is determined from the rest enemy roles according to the priority, other factors are not required to be considered, and the efficiency of determining the aiming target is improved.

The method provided by the embodiment further updates the enemy role in the blacklist in different ways when the blacklist is empty or a third enemy role exists, so that at most one enemy role exists in the blacklist, and the aiming target is only switched between two enemy roles with the highest priority and the second highest priority. Under the scene that can hit enemy's angle fast, can make the user switch fast and aim the target, promote user experience.

In the method provided by the embodiment, when the enemy character in the blacklist meets the aiming failure condition, the enemy character is moved out of the blacklist, so that the enemy character meeting the aiming failure condition can be prevented from influencing the aiming target determined by the automatic aiming mechanism.

The method provided by the present embodiment also maintains the aiming mark displayed on the second enemy character by not triggering the automatic switching condition. Therefore, the second enemy role is attacked all the time before the second enemy role is not attacked and the switching operation is not carried out. The second enemy role is a target expected to be attacked by the user, and a mechanism for always attacking the target expected to be attacked by the user can improve user experience.

The method provided by the embodiment also realizes that the aiming mark is kept displayed on the second enemy character by fixing the second enemy character at the head of the self-aiming list. Other information is not needed, and the efficiency of locking the aiming target is improved.

The method provided by the embodiment further realizes that the new aiming target is automatically determined under the condition of triggering the automatic switching condition by establishing the automatic switching condition. The problem of target loss can be avoided.

The method provided by the embodiment also determines the enemy character with the highest priority as the aiming target all the time through an automatic aiming mechanism. Therefore, the aim can be automatically determined after game opening, and the aim can be switched according to switching operation. The accuracy and the efficiency of determining the aiming target are improved.

The method provided by the embodiment also ensures that the aiming target is always determined according to the principle of the highest priority under the condition that the priority of the enemy role is changed by updating the automatic aiming mechanism, ensures that the user can attack the most advanced enemy role, and improves the user experience.

It should be noted that, the order of the steps of the method provided in the embodiments of the present application may be appropriately adjusted, and the steps may also be increased or decreased according to the circumstances, and any method that can be easily conceived by those skilled in the art within the technical scope disclosed in the present application shall be covered by the protection scope of the present application, and therefore, the detailed description thereof is omitted.

In a specific example, fig. 10 is a schematic diagram of an implementation process for determining a targeting target according to an exemplary embodiment of the present application. As shown in fig. 10, when the client starts a game, a self-aiming list is established according to the distance between the enemy character and the virtual character based on an automatic aiming mechanism, and a blacklist corresponding to the self-aiming list is also established. A first enemy character is then determined from the first enemy character in the self-aiming list, and an aiming mark is displayed on the first enemy character. And then when receiving a switching operation, moving the first enemy character into the blacklist, determining the first enemy character in the self-aiming list as a second enemy character, locking the second enemy character as an aiming target and switching and displaying an aiming mark on the second enemy character. And when the switching operation is received, the steps of moving the enemy role out of the blacklist and determining the second enemy role are circularly executed. In the process, when an automatic switching condition is triggered (the aiming target determined based on the switching operation meets the aiming failure condition), the client determines the aiming target again based on the automatic aiming mechanism and displays the aiming mark on the newly determined aiming target. And then when receiving the switching operation, continuing to execute from the step of determining the second enemy role. Moreover, the client continuously updates the automatic aiming mechanism at the updating time of the automatic aiming mechanism, namely updates the priority of the enemy role, thereby influencing the determination result of determining the aiming target each time.

Fig. 11 is a schematic structural diagram of a display device of an aiming mark according to an exemplary embodiment of the present application. The apparatus may be used in a client running on a terminal as shown in fig. 1, the client being an application supporting a virtual environment. As shown in fig. 11, the apparatus 110 includes:

the display module 1101 is configured to display a horizontal level checkpoint interface, where the horizontal level checkpoint interface includes a virtual character located in a virtual environment, at least two enemy characters, and an aiming switching control.

A display module 1101, configured to display an aiming mark on a first enemy character of the at least two enemy characters, where the aiming mark is used to mark an aiming target of the virtual character when shooting.

A display module 1101, configured to switch and display the aiming mark on a second enemy character of the at least two enemy characters in response to a switching operation triggered on the aiming switching control.

In an alternative design, as shown in fig. 12, a display module 1101, includes:

a determination sub-module 11011 is configured to determine, based on the automatic aiming mechanism, a first enemy character, which is an enemy character with the highest priority determined by the automatic aiming mechanism, among the at least two enemy characters.

A display module 1101 for displaying an aiming mark on a first enemy character.

A determination sub-module 11011 is configured to determine, based on the automatic aiming mechanism, a second enemy character, which is an enemy character having the highest priority determined by the automatic aiming mechanism, from among the at least two enemy characters.

A display module 1101 for displaying the aiming mark on the second enemy character.

In an alternative design, as shown in FIG. 13, determination submodule 11011 includes:

a processing unit 110111, configured to add the first enemy character to the blacklist.

A determining sub-module 11011, configured to determine, as a second enemy character, an enemy character with the highest priority among the remaining enemy characters based on the automatic aiming mechanism, where the remaining enemy character is an enemy character other than the first enemy character among the at least two enemy characters.

In an alternative design, processing unit 110111 is configured to:

and when the blacklist is empty, directly adding the first enemy role to the blacklist. And when the third enemy role exists in the blacklist, removing the third enemy role from the blacklist, and adding the first enemy role to the blacklist.

In an alternative design, processing unit 110111 is configured to:

in response to the first enemy character satisfying the targeting failure condition, the first enemy character is removed from the blacklist.

In an alternative design, display module 1101 is configured to:

the aiming mark remains displayed on the second enemy character without triggering the automatic switching condition.

In an alternative design, processing unit 110111 is configured to:

in the event that the automatic switching condition is not triggered, the second enemy character is fixed at the head of the self-aiming list to keep the aiming mark displayed on the second enemy character. Wherein the self-targeting list is a priority list that is updated based on an automatic targeting mechanism.

In an alternative design, the automatic switching condition includes at least one of the following conditions:

the life value of the second enemy character is zero;

the distance between the second enemy character and the first enemy character is greater than the maximum aiming distance;

the second enemy character moves out of the cross-edition level interface.

In an optional design, the automatic aiming mechanism is an aiming mechanism which determines the first enemy character as an aiming target after sequencing at least two enemy characters according to at least one element of the distance between the virtual character and the enemy character in the virtual environment, the residual life value of the enemy character, the residual life value percentage of the enemy character and the killing income corresponding to the enemy character.

In an alternative design, the update timing of the automatic targeting mechanism includes at least one of the following timings:

the current moment meets the updating period;

receiving an instruction for controlling the virtual character to shoot;

the aiming target meets the aiming failure condition.

It should be noted that: the display device of the aiming mark provided in the above embodiment is only exemplified by the division of the above functional modules, and in practical applications, the above functions may be distributed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the above described functions. In addition, the display device of the aiming mark and the display method embodiment of the aiming mark provided by the above embodiments belong to the same concept, and the specific implementation process thereof is described in the method embodiment and is not described herein again.

Embodiments of the present application further provide a computer device, including: the display device comprises a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or instruction set is loaded by the processor and executed to realize the display method of the aiming mark provided by the method embodiments.

Optionally, the computer device is a terminal. Illustratively, fig. 14 is a schematic structural diagram of a terminal provided in an exemplary embodiment of the present application.

In general, terminal 1400 includes: a processor 1401, and a memory 1402.

Processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, processor 1401 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.

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 magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1402 is used to store at least one instruction for execution by processor 1401 to implement the method of displaying an aiming mark provided by method embodiments herein.

In some embodiments, terminal 1400 may further optionally include: a peripheral device interface 1403 and at least one peripheral device. The processor 1401, the memory 1402, and the peripheral device interface 1403 may be connected by buses or signal lines. Each peripheral device may be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1404, a display 1405, a camera assembly 1406, audio circuitry 1407, a positioning assembly 1408, and a power supply 1409.

The peripheral device interface 1403 can be used to connect at least one peripheral device related to I/O (Input/Output) to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, memory 1402, and peripheral interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1401, the memory 1402, and the peripheral device interface 1403 may be implemented on a separate chip or circuit board, which is not limited by the embodiments of the present application.

The Radio Frequency circuit 1404 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1404 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1404 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1404 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1404 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.

The display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1405 is a touch display screen, the display screen 1405 also has the ability to capture touch signals at or above the surface of the display screen 1405. The touch signal may be input to the processor 1401 for processing as a control signal. At this point, the display 1405 may also be used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards. In some embodiments, the display 1405 may be one, providing the front panel of the terminal 1400; in other embodiments, display 1405 may be at least two, respectively disposed on different surfaces of terminal 1400 or in a folded design; in still other embodiments, display 1405 may be a flexible display disposed on a curved surface or on a folded surface of terminal 1400. Even further, the display 1405 may be arranged in a non-rectangular irregular figure, i.e., a shaped screen. The Display 1405 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and the like.

The camera assembly 1406 is used to capture images or video. Optionally, camera assembly 1406 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal 1400 and the rear camera is disposed on the rear side of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 1406 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.

The audio circuit 1407 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1401 for processing or inputting the electric signals to the radio frequency circuit 1404 to realize voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location of terminal 1400. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is then used to convert electrical signals from the processor 1401 or the radio frequency circuit 1404 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuit 1407 may also include a headphone jack.

The positioning component 1408 serves to locate the current geographic position of the terminal 1400 for navigation or LBS (Location Based Service). The Positioning component 1408 may be based on the Positioning component of the GPS (Global Positioning System) in the united states, the beidou System in china, or the galileo System in russia.

Power supply 1409 is used to power the various components of terminal 1400. The power source 1409 may be alternating current, direct current, disposable or rechargeable. When the power source 1409 comprises a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.

In some embodiments, terminal 1400 also includes one or more sensors 1410. The one or more sensors 1410 include, but are not limited to: acceleration sensor 1411, gyroscope sensor 1412, pressure sensor 1413, fingerprint sensor 1414, optical sensor 1415, and proximity sensor 1416.

The acceleration sensor 1411 may detect the magnitude of acceleration on three coordinate axes of a coordinate system established with the terminal 1400. For example, the acceleration sensor 1411 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1401 can control the touch display screen 1405 to display a horizontal barrier interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1411. The acceleration sensor 1411 may also be used for the acquisition of motion data of a game or a user.

The gyro sensor 1412 may detect a body direction and a rotation angle of the terminal 1400, and the gyro sensor 1412 and the acceleration sensor 1411 may cooperate to collect a 3D motion of the user on the terminal 1400. The processor 1401 can realize the following functions according to the data collected by the gyro sensor 1412: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.

Pressure sensors 1413 may be disposed on the side bezel of terminal 1400 and/or underlying touch display 1405. When the pressure sensor 1413 is disposed on the side frame of the terminal 1400, the user's holding signal of the terminal 1400 can be detected, and the processor 1401 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1413. When the pressure sensor 1413 is disposed at the lower layer of the touch display 1405, the processor 1401 controls the operability control on the UI interface according to the pressure operation of the user on the touch display 1405. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.

The fingerprint sensor 1414 is used for collecting a fingerprint of a user, and the processor 1401 identifies the user according to the fingerprint collected by the fingerprint sensor 1414, or the fingerprint sensor 1414 identifies the user according to the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, processor 1401 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. Fingerprint sensor 1414 may be disposed on the front, back, or side of terminal 1400. When a physical button or vendor Logo is provided on terminal 1400, fingerprint sensor 1414 may be integrated with the physical button or vendor Logo.

The optical sensor 1415 is used to collect ambient light intensity. In one embodiment, processor 1401 can control the display brightness of touch display 1405 based on the ambient light intensity collected by optical sensor 1415. Specifically, when the ambient light intensity is high, the display luminance of the touch display 1405 is increased; when the ambient light intensity is low, the display brightness of the touch display 1405 is turned down. In another embodiment, the processor 1401 can also dynamically adjust the shooting parameters of the camera assembly 1406 according to the intensity of the ambient light collected by the optical sensor 1415.

Proximity sensor 1416, also known as a distance sensor, is typically disposed on the front panel of terminal 1400. The proximity sensor 1416 is used to collect the distance between the user and the front surface of the terminal 1400. In one embodiment, when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually decreased, processor 1401 controls touch display 1405 to switch from a bright screen state to a dark screen state; when proximity sensor 1416 detects that the distance between the user and the front face of terminal 1400 is gradually increasing, processor 1401 controls touch display 1405 to switch from a breath-screen state to a bright-screen state.

Those skilled in the art will appreciate that the configuration shown in fig. 14 is not intended to be limiting with respect to terminal 1400 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.

The embodiment of the present application further provides a computer-readable storage medium, in which at least one program code is stored, and when the program code is loaded and executed by a processor of a computer device, the method for displaying the aiming mark provided by the above method embodiments is implemented.

The present application also provides 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 to cause the computer device to execute the display method of the aiming mark provided by the above method embodiments.

It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, and the program may be stored in a computer readable storage medium, and the above readable storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.

The above description is only an example of the present application and should not be taken as limiting, and any modifications, equivalent switches, improvements, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

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