CN113318441A - Game scene display control method and device, electronic equipment and storage medium - Google Patents

Game scene display control method and device, electronic equipment and storage medium Download PDF

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Publication number
CN113318441A
CN113318441A CN202110581769.7A CN202110581769A CN113318441A CN 113318441 A CN113318441 A CN 113318441A CN 202110581769 A CN202110581769 A CN 202110581769A CN 113318441 A CN113318441 A CN 113318441A
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CN
China
Prior art keywords
map
perspective
view angle
angle
target
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Pending
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CN202110581769.7A
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Chinese (zh)
Inventor
孙德中
朱廷祥
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110581769.7A priority Critical patent/CN113318441A/en
Publication of CN113318441A publication Critical patent/CN113318441A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

The application provides a display control method and device of a game scene, electronic equipment and a storage medium. The method comprises the following steps: responding to a visual angle switching instruction triggered by a user interface, and determining a switched target visual angle; according to the switched target view angle, displaying the map content corresponding to the target view angle, and closing the display of the map content which does not belong to the target view angle; the elements in the game scene are located in corresponding maps, and the categories of the maps comprise a first view map and a second view map; the first perspective map is not displayed at the second perspective, and the second perspective map is not displayed at the first perspective. The scheme can guarantee the performance fluency and the information identification definition.

Description

Game scene display control method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of image processing technologies, and in particular, to a method and an apparatus for controlling display of a game scene, an electronic device, and a computer-readable storage medium.
Background
At present, with the popularization of various large-screen intelligent mobile communication terminals and the development of wireless network technology, the development of mobile terminal network games is driven. Currently, the mainstream mobile terminal game development platforms are: android and IOS. The various platforms described above contain a whole set of API functions for developing applications such as audio playback, video animation, etc. on mobile phones. Among various online games, a multiplayer online RPG (MMORPG) game has stronger use viscosity because of rich playing methods, attracts more and more players, and has the widest development prospect.
Multiplayer online RPG games on mobile terminals such as mobile phones and tablet computers are basically evolved from multiplayer online RPG games on Personal Computers (PC). In the PC, the content viewed by the referee viewing angle is almost identical to the real viewing angle, and it can be understood that only the position of the camera is changed and a part of the building structure which can generate the shielding is hidden, wherein all the scene details and the special effect expression are completely restored.
Such an implementation is not problematic for the PC side, which is fully supported by performance. However, if migration to the mobile end is desired to achieve similar effects (all scene details and special effects are completely restored), performance is very tight.
Disclosure of Invention
The embodiment of the application provides a display control method of a game scene, which is used for guaranteeing performance fluency.
The embodiment of the application provides a display control method of a game scene, which comprises the following steps:
responding to a visual angle switching instruction triggered by a user interface, and determining a switched target visual angle;
according to the switched target view angle, displaying the map content corresponding to the target view angle, and closing the display of the map content which does not belong to the target view angle;
wherein elements in the game scene are located in corresponding maps, and the categories of the maps comprise a first perspective map and a second perspective map; the first perspective map is not displayed at a second perspective, and the second perspective map is not displayed at the first perspective.
In an embodiment, the first perspective is a real perspective, and the second perspective is a high altitude perspective; the real visual angle refers to a personal visual angle of the virtual character in the game scene, and the high-altitude visual angle refers to a global visual angle for watching the whole game scene.
In an embodiment, the determining a target view angle to switch to in response to a view angle switching instruction triggered by a user interface includes:
responding to a visual angle switching instruction triggered by a user interface, and acquiring a current visual angle state;
if the current view angle state is a first view angle, determining that the switched target view angle is a second view angle;
and if the current view angle state is the second view angle, determining that the switched target view angle is the first view angle.
In an embodiment, the category of maps further includes a generic map, the method further comprising:
in the initialization stage, all maps are divided into a first view map, a second view map and a general map according to the identification information of each map.
In an embodiment, the displaying the map content corresponding to the target view angle according to the switched target view angle, and closing the display of the map content not belonging to the target view angle includes:
if the switched target view angle is a first view angle, displaying the first view angle map and the general map, and closing the display of the second view angle map;
and if the switched target view angle is a second view angle, displaying the second view angle map and the general map, and closing the display of the first view angle map.
In an embodiment, the method further comprises:
under a second view angle, responding to a floor switching instruction triggered by the user interface, and determining a target floor to be switched to;
and displaying a second visual angle map and a general map corresponding to the target floor.
In an embodiment, while the second perspective map and the general map corresponding to the target floor are displayed, the method further includes:
and opening the collision effect corresponding to the element according to the elements contained in the second visual angle map and the general map corresponding to the target floor.
In an embodiment, the method further comprises:
and in the initialization stage, determining the floor corresponding to each map according to the identification information of each map.
In an embodiment, the method further comprises:
and displaying the special effect of the map content corresponding to the target view angle, and closing the special effect display of the map content not belonging to the target view angle.
The embodiment of the application provides a display control device of a game scene, the device includes:
the visual angle determining module is used for responding to a visual angle switching instruction triggered by the user interface and determining a switched target visual angle;
the map closing module is used for displaying the map content corresponding to the target view angle according to the switched target view angle and closing the display of the map content which does not belong to the target view angle;
wherein elements in the game scene are located in corresponding maps, and the categories of the maps comprise a first perspective map and a second perspective map; the first perspective map is not displayed at a second perspective, and the second perspective map is not displayed at the first perspective.
An embodiment of the present application provides an electronic device, which includes:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the display control method of the game scene.
The embodiment of the application provides a computer-readable storage medium, wherein a computer program is stored in the storage medium, and the computer program can be executed by a processor to complete the display control method of the game scene.
According to the technical scheme provided by the embodiment of the application, when the visual angle switching instruction is received, only the map content corresponding to the target visual angle is displayed, the display of the map content which does not belong to the target visual angle is closed, and the map of the second visual angle is not displayed at the first visual angle, so that the detail richness is guaranteed at the first visual angle. And if the map of the first visual angle is not displayed at the second visual angle, the details can be hidden, and the performance fluency and the information identification definition can be guaranteed.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required to be used in the embodiments of the present application will be briefly described below.
Fig. 1 is an application scenario diagram of a display control method for a game scenario provided in an embodiment of the present application;
FIG. 2 is a block diagram of an electronic device provided by an embodiment of the application;
FIG. 3 is a flowchart illustrating a method for controlling display of a game scene according to an embodiment of the present disclosure;
fig. 4 is a schematic view of a viewing angle switching key according to an embodiment of the present application;
fig. 5 is a schematic view of a viewing angle switching key according to another embodiment of the present application;
fig. 6 is a schematic view of a viewing angle switching key according to another embodiment of the present application;
fig. 7 is a schematic diagram of a floor switching key provided in an embodiment of the present application;
fig. 8 is a block diagram of a display control device of a game scene according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
Like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. Meanwhile, in the description of the present application, the terms "first", "second", and the like are used only for distinguishing the description, and are not to be construed as indicating or implying relative importance.
Fig. 1 is an application scenario schematic diagram of a display control method for a game scenario according to an embodiment of the present application. As shown in fig. 1, the application scenario includes a plurality of clients 110 and servers 120, and the clients 110 and the servers 120 are connected through a wireless network. The client 110 may be a mobile terminal such as a mobile phone or a tablet pc on which software applications such as games are installed, or may be a desktop computer on which software applications such as games are installed. The server 120 may be a server or a cluster of servers.
Fig. 2 is a block diagram of an electronic device provided in an embodiment of the present application. The electronic device may serve as the client 110 described above. As shown in fig. 2, the electronic device 200 may be configured to execute the display control method for a game scene provided in the embodiment of the present application. As shown in fig. 2, the electronic device 200 includes: one or more processors 202, and one or more memories 204 storing processor-executable instructions. The processor 202 is configured to execute a display control method of a game scene provided in the following embodiments of the present application.
The processor 202 may be a device containing a Central Processing Unit (CPU), a Graphics Processing Unit (GPU) or other form of processing unit having data processing and/or instruction execution capabilities, may process data for other components in the electronic device 200, and may control other components in the electronic device 200 to perform desired functions.
The memory 204 may include one or more computer program products that may include various forms of computer-readable storage media, such as volatile memory and/or non-volatile memory. The volatile memory may include, for example, Random Access Memory (RAM), cache memory (cache), and/or the like. The non-volatile memory may include, for example, Read Only Memory (ROM), hard disk, flash memory, etc. One or more computer program instructions may be stored on the computer-readable storage medium and executed by processor 202 to implement the display control method for a game scene described below. Various applications and various data, such as various data used and/or generated by the applications, may also be stored in the computer-readable storage medium.
In one embodiment, the electronic device 200 shown in FIG. 2 may also include an input device 206, an output device 208, and a data acquisition device 210, which may be interconnected via a bus system 212 and/or other form of connection mechanism (not shown). It should be noted that the components and configuration of the electronic device 200 shown in FIG. 2 are exemplary only, and not limiting, and the electronic device 200 may have other components and configurations as desired.
The input device 206 may be a device used by a user to input instructions and may include one or more of a keyboard, a mouse, a microphone, a touch screen, and the like. The output device 208 may output various information (e.g., images or sounds) to the outside (e.g., a user), and may include one or more of a display, a speaker, and the like. The data acquisition device 210 may acquire an image of a subject and store the acquired image in the memory 204 for use by other components. Illustratively, the data acquisition device 210 may be a camera.
In an embodiment, the devices in the exemplary electronic device 100 for implementing the display control method of the game scene in the embodiment of the present application may be integrally disposed or may be separately disposed, such as the processor 202, the memory 204, the input device 206, and the output device 208 being integrally disposed, and the data acquisition device 210 being separately disposed.
In an embodiment, the example electronic device 200 for implementing the display control method of the game scene according to the embodiment of the present application may be implemented as a smart terminal such as a smart phone, a tablet computer, an in-vehicle device, and the like.
Fig. 3 is a schematic flowchart of a display control method for a game scene according to an embodiment of the present application. The method comprises the following steps S310-S320.
Step S310: and determining a target visual angle to be switched to in response to a visual angle switching instruction triggered by the user interface.
The user interface refers to an interface for interaction between software applications such as games and the like and a user. And clicking a visual angle switching key of the user interface by the player, and receiving a visual angle switching instruction by the client. The target viewing angle refers to a switched viewing angle. The target perspective may be the first perspective or the second perspective. In one embodiment, the first viewing angle may be a real viewing angle, and the second viewing angle may be a high altitude viewing angle; the real visual angle refers to the personal visual angle of the virtual character in the game scene, and the high-altitude visual angle refers to the global visual angle for watching the whole game scene. In short, a real perspective is what a simulated virtual character sees in front of the eye, with more detail. The high-altitude visual angle can be called as the god visual angle or the judge visual angle, and the whole situation can be observed, so that the details can be omitted.
In one embodiment, the client responds to a view switching instruction triggered by a user interface, and can acquire the current view state; if the current visual angle state is the first visual angle, determining that the switched target visual angle is the second visual angle; and if the current view angle state is the second view angle, determining that the switched target view angle is the first view angle.
For example, as shown in fig. 4, if the viewing angle is high, the client determines that the target viewing angle is the real viewing angle when receiving the viewing angle switching instruction that the player clicks the viewing angle switching button 41. As shown in fig. 5, if it is the real angle of view, the client determines that the target angle of view is a high altitude angle of view when receiving an angle of view switching instruction for the player to click the angle of view switching button 41.
In an embodiment, in response to a view switching instruction triggered by a user interface, a client may determine a view type carried by the view switching instruction as a target view to be switched to.
For example, the user interface may separately set a real view button and a high altitude view button, as shown in fig. 6, when the player clicks the real view button, the client receives a view switching instruction, the view type carried by the view switching instruction is the real view, and the target view to be switched is determined to be the real view.
When a player clicks a high-altitude visual angle key, the client receives a visual angle switching instruction, the visual angle type carried by the visual angle switching instruction is a high-altitude visual angle, and the switched target visual angle is determined to be the high-altitude visual angle.
Step S320: and displaying the map content corresponding to the target view angle according to the switched target view angle, and closing the display of the map content which does not belong to the target view angle.
Wherein the elements in the game scene are located in corresponding maps, and the category of the map comprises a first perspective map and a second perspective map. The first perspective map is not displayed at the second perspective, that is, the first perspective map does not belong to the second perspective. The second perspective map is not displayed at the first perspective, that is, the second perspective map does not belong to the first perspective. If the switched target view angle is the first view angle, displaying the first view angle map and the general map, and closing the display of the second view angle map, namely hiding the second view angle map; and if the switched target view angle is the second view angle, displaying the second view angle map and the general map, and closing the display of the first view angle map, namely hiding the first view angle map.
The first visual angle map has all scene details, and for a small screen such as a mobile phone, too much display details can interfere with the acquisition of information by a player, so that when the mobile phone is switched to a second visual angle, the display of the first visual angle map is closed, the performance smoothness can be improved, and the information identification definition can be improved.
In an embodiment, when the map content corresponding to the target view angle is displayed, and the display of the map content not belonging to the target view angle is closed, the special effect of the map content corresponding to the target view angle can be displayed, and the special effect display of the map content not belonging to the target view angle is closed.
For example, after the view angle is switched, if the object is not in the map of the target view angle, the object is hidden, and meanwhile, the corresponding special effect of the object needs to be hidden, so that the visual abnormal image which is not in accordance with the normal principle is avoided. Similarly, when the object in the map is displayed, the corresponding special effect of the object can be displayed, so that the display effect is improved.
The game scene can be a three-dimensional virtual picture containing virtual characters, virtual objects (such as walls, tables and chairs, ornaments) and the like, and can be a game scene in a role playing game (such as a three-layer building). The virtual characters or virtual objects in the game scene may each be referred to as an element. Each element may be placed in advance in a corresponding map (which may also be referred to as a sub-level). The categories of the map include a first perspective map, a second perspective map, and a general map. In the initialization stage, according to the identification information of each map, all the maps can be divided into a first view map, a second view map and a general map, and are respectively stored. Therefore, when the visual angles are switched, which maps are the first visual angle maps, which maps are the second visual angle maps and which maps are the general maps can be quickly determined, and therefore the display efficiency during the visual angle switching is improved.
The identification information may be a name of the map, and the category of the map is determined by identifying whether the identification information includes a keyword corresponding to a certain category. For example, if a is included in the identification information of a certain map, it indicates that the map belongs to the first perspective map. If B is contained in the identification information of a certain map, the map belongs to the second view map. If the identification information of a certain map contains C, the map belongs to a general map.
In an embodiment, in the initialization stage, the floor corresponding to each map may also be determined according to the identification information of each map. The identification information may be a name of the map, for example, if a floor is included in the name of a certain map, it indicates that the floor of the map is the floor. If the name of a certain map comprises a second floor, the floor of the map is the second floor, and so on.
In an embodiment, the method provided in the embodiment of the present application further includes: under a second view angle, the client side responds to a floor switching instruction triggered by the user interface and determines a target floor to be switched to; and displaying a second visual angle map and a general map corresponding to the target floor.
If the current viewing angle state is a high-altitude viewing angle, as shown in fig. 7, the user interface may display a floor switching key 42, such as a first-floor key, a second-floor key, and a third-floor key, when the player clicks the second-floor key, the client receives a floor switching instruction, and the floor switching instruction may carry a second-floor identifier, so that the client may determine that the target floor to which the client switches is a second floor. The target floor is a result of floor switching, for example, when the floor is switched from the first floor to the second floor, the target floor is the second floor.
Because all maps are divided into a plurality of floors according to the identification information of the maps in advance, after the target floor is determined, only the second perspective map and the general map corresponding to the target floor can be displayed.
In an embodiment, according to the second perspective map corresponding to the target floor and the elements contained in the general map, the collision effect corresponding to the elements can be opened.
The elements contained in the second perspective map and the general map refer to virtual characters or objects contained in the second perspective map and the general map. When the objects in the second perspective map and the general map are displayed, the corresponding collision effect is opened. And when a certain object is not displayed due to the switching of the visual angle or the switching of the floor, closing the corresponding collision effect of the object. In a game, it is often necessary to implement collision detection, for example, whether an obstacle exists in front of the game and whether a bullet hits an airplane, to detect whether two objects collide with each other, and then to perform different processes according to the detection result. Closing the element collision effect, so that the collision of the element cannot be detected in the collision detection, and other elements cannot collide with the element; the element collision effect is turned on so that in the collision detection, a collision of the element will be detected and other elements will collide with the element.
The following are embodiments of the apparatus of the present application, which can be used to implement embodiments of the display control method for the game scenes of the present application. For details not disclosed in the embodiments of the device of the present application, please refer to the embodiments of the display control method of the game scene of the present application.
Fig. 8 is a block diagram of a display control device for a game scene according to an embodiment of the present application. As shown in fig. 8, the apparatus includes: a perspective determination module 810, and a map closing module 820.
A view angle determining module 810, configured to determine a target view angle to switch to in response to a view angle switching instruction triggered by the user interface;
and a map closing module 820, configured to display, according to the switched target view angle, the map content corresponding to the target view angle, and close the display of the map content not belonging to the target view angle.
Wherein the elements in the game scene are located in corresponding maps, and the categories of the maps comprise a first perspective map and a second perspective map; the first perspective map is not displayed at a second perspective, and the second perspective map is not displayed at the first perspective.
The implementation process of the functions and actions of each module in the device is specifically described in detail in the implementation process of the corresponding step in the display control method of the game scene, and is not described again here.
In the embodiments provided in the present application, the disclosed apparatus and method can be implemented in other ways. The apparatus embodiments described above are merely illustrative, and for example, the flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.

Claims (13)

1. A display control method for a game scene, the method comprising:
responding to a visual angle switching instruction triggered by a user interface, and determining a switched target visual angle;
according to the switched target view angle, displaying the map content corresponding to the target view angle, and closing the display of the map content which does not belong to the target view angle;
wherein elements in the game scene are located in corresponding maps, and the categories of the maps comprise a first perspective map and a second perspective map; the first perspective map is not displayed at a second perspective, and the second perspective map is not displayed at the first perspective.
2. The method of claim 1, wherein the first perspective is a real perspective and the second perspective is a high-altitude perspective; the real visual angle refers to a personal visual angle of the virtual character in the game scene, and the high-altitude visual angle refers to a global visual angle for watching the whole game scene.
3. The method of claim 1, wherein the determining a target perspective to switch to in response to a user interface triggered perspective switch instruction comprises:
responding to a visual angle switching instruction triggered by a user interface, and acquiring a current visual angle state;
if the current view angle state is a first view angle, determining that the switched target view angle is a second view angle;
and if the current view angle state is the second view angle, determining that the switched target view angle is the first view angle.
4. The method of claim 1, wherein the determining a target perspective to switch to in response to a user interface triggered perspective switch instruction comprises:
and responding to a visual angle switching instruction triggered by a user interface, and determining the visual angle type carried by the visual angle switching instruction as a switched target visual angle.
5. The method of claim 1, wherein the category of maps further comprises a generic map, the method further comprising:
in the initialization stage, all maps are divided into a first view map, a second view map and a general map according to the identification information of each map.
6. The method according to claim 5, wherein the displaying the map content corresponding to the target view angle according to the switched target view angle, and closing the display of the map content not belonging to the target view angle comprises:
if the switched target view angle is a first view angle, displaying the first view angle map and the general map, and closing the display of the second view angle map;
and if the switched target view angle is a second view angle, displaying the second view angle map and the general map, and closing the display of the first view angle map.
7. The method of claim 5, further comprising:
under a second view angle, responding to a floor switching instruction triggered by the user interface, and determining a target floor to be switched to;
and displaying a second visual angle map and a general map corresponding to the target floor.
8. The method of claim 7, wherein while the displaying the second perspective map and the generic map corresponding to the target floor, the method further comprises:
and opening the collision effect corresponding to the element according to the elements contained in the second visual angle map and the general map corresponding to the target floor.
9. The method of claim 7, further comprising:
and in the initialization stage, determining the floor corresponding to each map according to the identification information of each map.
10. The method of claim 1, further comprising:
and displaying the special effect of the map content corresponding to the target view angle, and closing the special effect display of the map content not belonging to the target view angle.
11. A display control apparatus for a game scene, the apparatus comprising:
the visual angle determining module is used for responding to a visual angle switching instruction triggered by the user interface and determining a switched target visual angle;
the map closing module is used for displaying the map content corresponding to the target view angle according to the switched target view angle and closing the display of the map content which does not belong to the target view angle;
wherein elements in the game scene are located in corresponding maps, and the categories of the maps comprise a first perspective map and a second perspective map; the first perspective map is not displayed at a second perspective, and the second perspective map is not displayed at the first perspective.
12. An electronic device, characterized in that the electronic device comprises:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the display control method of a game scene of any one of claims 1 to 10.
13. A computer-readable storage medium, characterized in that the storage medium stores a computer program executable by a processor to perform the display control method of a game scene according to any one of claims 1 to 10.
CN202110581769.7A 2021-05-26 2021-05-26 Game scene display control method and device, electronic equipment and storage medium Pending CN113318441A (en)

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CN114489912A (en) * 2022-02-15 2022-05-13 北京百度网讯科技有限公司 Method and device for adjusting visual angle of direction indicator, electronic equipment and storage medium

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