In-game aiming control method and apparatus, and electronic terminal

US12415131B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-12415131-B2
Application numberUS-202218259008-A
CountryUS
Kind codeB2
Filing dateJun 9, 2022
Priority dateAug 12, 2021
Publication dateSep 16, 2025
Grant dateSep 16, 2025

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

An in-game aiming control method and apparatus, and an electronic terminal are provided. The method includes: in response to an adjustment operation for a reticle, controlling adjustment of an aiming direction of a virtual weapon in a game scene; and in response to an angle between the aiming direction and a direction in which a target virtual object is located being less than or equal to a preset angle, controlling a scope of the virtual weapon to be turned on, and amplifying and displaying game content determined by the scope.

First claim

Opening claim text (preview).

What is claimed is: 1. An in-game aiming control method, comprising: in response to detecting an adjustment operation on a crosshair of a virtual weapon, adjusting an aiming direction of the virtual weapon in a game scene, wherein a graphical user interface is provided by a terminal, the graphical user interface displays the crosshair of the virtual weapon and a target virtual object located in the game scene, and the crosshair is configured to prompt the aiming direction of the virtual weapon in the game scene; and in response to determining that an angle between the aiming direction and a direction in which the target virtual object is located is smaller than or equal to a preset angle, turning on a telescopic sight of the virtual weapon and magnifying and displaying game contents determined through the telescopic sight. 2. The method according to claim 1 , wherein the game contents determined through the telescopic sight comprise at least one of following content: a game screen in a mirror frame of the telescopic sight, a game screen within a preset range centering on the crosshair, or a whole game screen of the game. 3. The method according to claim 1 , wherein the method further comprises: in response to determining that the crosshair overlaps with the target virtual object, controlling the virtual weapon to shoot towards an aiming direction prompted by the crosshair. 4. The method according to claim 1 , wherein the method further comprises: starting timing in response to determining that the angle is larger than the preset angle; and turning off the telescopic sight of the virtual weapon in response to determining that a duration of the timing is greater than or equal to a preset duration. 5. The method according to claim 4 , wherein the method further comprises: ending the timing in response to determining that the angle is smaller than or equal to the preset angle. 6. The method according to claim 1 , wherein the method further comprises: turning off the telescopic sight of the virtual weapon in response to determining that the angle is larger than the preset angle. 7. The method according to claim 1 , wherein the method further comprises: detecting a distance between the virtual weapon and the target virtual object; and turning on the telescopic sight of the virtual weapon in response to determining that the distance is larger than or equal to a preset distance. 8. The method according to claim 1 , wherein the method further comprises: in response to detecting that the target virtual object appears in the graphical user interface, determining a distance between the virtual weapon and the target virtual object in the game scene; and in response to determining that the distance between the virtual weapon and the target virtual object meets a preset distance requirement, detecting the angle between the aiming direction and the direction in which the target virtual object is located. 9. The method according to claim 1 , wherein determining the angle between the aiming direction and the direction in which the target virtual object is located further comprises: calculating a degree of an angle between the aiming direction and a detection ray, and determining the degree of the angle as the angle between the aiming direction and the direction in which the target virtual object is located, wherein the detection ray is emitted from a position of the virtual weapon towards the direction in which the target virtual object is located. 10. The method according to claim 1 , wherein the adjustment operation on the crosshair comprises at least one of following content: a sliding operation on the crosshair, a sliding operation on an aiming control, or a sliding operation on a preset area in the graphical user interface. 11. The method according to claim 1 , wherein the graphical user interface comprises a telescopic sight control for the virtual weapon; and the method further comprises: turning on the telescopic sight of the virtual weapon in response to an operation on the telescopic sight control, and magnifying and displaying the game contents determined through the telescopic sight. 12. An electronic terminal, comprising a display screen, a memory and a processor, the memory storing instructions executable by the processor, wherein the display screen is configured to display a graphical user interface, and wherein the processor is configured to: in response to detecting an adjustment operation on a crosshair of a virtual weapon, adjust an aiming direction of the virtual weapon in a game scene, wherein the graphical user interface displays the crosshair of the virtual weapon and a target virtual object located in the game scene, and the crosshair is configured to prompt the aiming direction of the virtual weapon in the game scene; and in response to determining that an angle between the aiming direction and a direction in which the target virtual object is located is smaller than or equal to a preset angle, turn on a telescopic sight of the virtual weapon, and magnify and display game contents determined through the telescopic sight. 13. A non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer-executable instructions, when the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to execute an in-game aiming control method, comprising: in response to detecting an adjustment operation on a crosshair of a virtual weapon, adjusting an aiming direction of the virtual weapon in a game scene, wherein a graphical user interface is provided by a terminal, the graphical user interface displays the crosshair of the virtual weapon and a target virtual object located in the game scene, and the crosshair is configured to prompt the aiming direction of the virtual weapon in the game scene; and in response to determining that an angle between the aiming direction and a direction in which the target virtual object is located is smaller than or equal to a preset angle, turning on a telescopic sight of the virtual weapon, and magnifying and displaying game contents determined through the telescopic sight. 14. The method according to claim 1 , wherein the virtual weapon comprises a virtual slingshot, a virtual pistol, a virtual rifle, and a virtual sniper rifle with the telescopic sight. 15. The method according to claim 1 , wherein the target virtual object comprises a static article, a dynamic article, and other virtual characters in the game scene. 16. The non-transitory computer-readable storage medium according to claim 13 , wherein the game contents determined through the telescopic sight comprise at least one of following content: a game screen in a mirror frame of the telescopic sight, a game screen within a preset range centering on the crosshair, or a whole game screen of the game. 17. The non-transitory computer-readable storage medium according to claim 13 , wherein the method further comprises: in response to determining that the crosshair overlaps with the target virtual object, controlling the virtual weapon to shoot towards an aiming direction prompted by the crosshair. 18. The non-transitory computer-readable storage medium according to claim 13 , wherein the method further comprises: starting timing in response to determining that the angle is larger than the preset angle; and turning off the telescopic sight of the virtual weapon in response to determining that a duration of the timing is

Assignees

Inventors

Classifications

  • using a touch-screen or digitiser, e.g. input of commands through traced gestures · CPC title

  • Scrolling or panning · CPC title

  • A63F13/837Primary

    Shooting of targets · CPC title

  • involving timing of operations, e.g. performing an action within a time slot · CPC title

  • the surface being also a display device, e.g. touch screens · CPC title

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What does patent US12415131B2 cover?
An in-game aiming control method and apparatus, and an electronic terminal are provided. The method includes: in response to an adjustment operation for a reticle, controlling adjustment of an aiming direction of a virtual weapon in a game scene; and in response to an angle between the aiming direction and a direction in which a target virtual object is located being less than or equal to a pre…
Who is the assignee on this patent?
Netease Hangzhou Network Co Ltd
What technology area does this patent fall under?
Primary CPC classification A63F13/837. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Sep 16 2025 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 3 related publications on this page (citations in our corpus or others sharing the same primary CPC).