CN107050862B - Display control method and system, the storage medium of scene of game - Google Patents

Display control method and system, the storage medium of scene of game Download PDF

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Publication number
CN107050862B
CN107050862B CN201710358164.5A CN201710358164A CN107050862B CN 107050862 B CN107050862 B CN 107050862B CN 201710358164 A CN201710358164 A CN 201710358164A CN 107050862 B CN107050862 B CN 107050862B
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game
client
character
scene
game scene
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CN107050862A (en
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张波
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses display control method and system, the storage mediums of a kind of scene of game.The game includes:The first game role by the control of the first client and the second game role by the control of the second client, wherein, first game role belongs to first role camp, and second game role belongs to second role camp, the method includes:The first game content is shown in first client, and first game content includes the first scene of game;The second game content is shown in second client, second game content includes the second scene of game, wherein, first scene of game and the second scene of game mirror symmetry.The present invention solves in the scene of game of mobile terminal battle class game that the resource that is distributed is inconsistent for different camps relative position, so influence the fairness of battle game, player's strategy custom form and team between tacit agreement the technical issues of.

Description

Game scene display control method and system and storage medium
Technical Field
The invention relates to the field of games, in particular to a display control method and a display control system for a game scene and a storage medium.
Background
In general, in a Battle game, such as a MOBA (Multiplayer Online Battle Arena), two bases for different camps are respectively located at two ends of a game scene, virtual characters of the two camps respectively live at the corresponding bases, and attack is initiated to a middle zone or an enemy base of the game scene during the game process. Fig. 1 is a plan view of a game scene of a battle game, in which a base 120 of a first character formation is located at one end of the game scene 110, and a base 130 of a second formation is located at the other end of the game scene 110.
In a conventional mobile terminal battle game, in order to facilitate the operation of a game player holding a mobile terminal and to reduce the occlusion of a game scene by operation keys in a graphical user interface, during the display control of the game scene, the bases of both camps are usually displayed at the lower left of the mobile terminal display screen of each respective camp at the start of the game. For example, fig. 2 is a schematic diagram of a prior art on-screen graphical user interface for game clients in two different avails, with the base 120 of the first avail being shown to be at the lower left of the mobile terminal 210 of the first avail in fig. 2(a), and the base 130 of the second avail being shown to be at the lower left of the mobile terminal 220 of the second avail in fig. 2 (b). Thus, for both players, the virtual character is attacking from the lower left of the screen towards the enemy base on the game scene.
However, in a battle game, there are often multiple roads (e.g., roads referred to by game players as "up", "middle", and "down") from a birth point location (base) to a battle conflict area or enemy birth point location (base), with different roads often having different strategic positions. In many battle games, the lower route is distributed with special resources, and the competition process is the most violent. For example, a special monster called "pony" by the game player (e.g., the special monster at the first resource location 140 in FIGS. 1 and 2), which would allocate a large amount of experience, money, and so on to the player and teammates after killing, versus a special monster called "pony" by the game player (e.g., the special monster at the second resource location 150 in FIGS. 1 and 2); however, the dragon is usually refreshed in the early stage of the game, so that more force may be required to be invested when going down the road; on the contrary, less force is likely to be invested because of less uplink resources. Over time, game players develop a strategy habit according to which team members are more likely to develop tacit. As shown in fig. 2-3, the conventional game scene display control method has the following defects: the resources distributed in the game scene are not consistent in relative position for different camps. For example, in FIG. 2(a), for the base 120 of the first character formation, the first resource location 140 in the game scene is located in the up-route direction, and the second resource location 150 is located in the down-route direction; however, in fig. 2(b), for the base 130 of the second lineup, the second resource 150 location in the game scene is in the up-road direction and the first resource 140 location is in the down-road direction. Such inconsistent resource distribution not only affects the fairness of competing games, but also affects the development of strategy habits of game players, and also affects the tacit between teams in team competing games.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
At least one embodiment of the invention provides a display control method and a display control system for a game scene and a storage medium, which are used for solving the technical problems that resources distributed in the game scene of a mobile terminal battle game are inconsistent to different relative positions for battle, so that the fairness of the battle game, the establishment of player strategy habits and the tacit between teams are influenced.
According to an embodiment of the present invention, there is provided a display control method for a game scene, the game including: a first game character controlled by a first client and a second game character controlled by a second client, wherein the first game character belongs to a first character camp and the second game character belongs to a second character camp, the method comprising: displaying first game content at a first client, wherein the first game content comprises a first game scene; and displaying second game content at the second client, wherein the second game content comprises a second game scene, and the first game scene and the second game scene are in mirror symmetry.
Optionally, the attack direction of the first character array on the first client is the same as the attack direction of the second character array on the second client.
Optionally, the first game scene and the second game scene both include a first character base and a second character base, and the second game scene includes the first character base and the second character base; on the first client, a vector of a first character formation base in the first game scene pointing to a second character formation base forms a first included angle with a diagonal line of a first client screen, and on the second client, a vector of the second character formation base in the second game scene pointing to the first character formation base forms a second included angle with the diagonal line of the second client screen, and the difference value a between the first included angle and the second included angle is a, wherein a belongs to [ -45 degrees, +45 degrees ].
Optionally, the first game scene and the second game scene both include a first character base and a second character base, and the second game scene includes the first character base and the second character base; on the first client, the vector of the first character array base pointing to the second character array base in the first game scene and the diagonal line of the screen of the first client form a first included angle, on the second client, the vector of the second character array base pointing to the first character array base in the second game scene and the diagonal line of the screen of the second client form a second included angle, and the first included angle is equal to the second included angle.
Optionally, the first game scene and the second game scene both include a first character base and a second character base; when the game starts, the first character base displays a first position located on a first client screen, and the second character base displays a second position located on a second client screen, wherein the relative position of the first position on the first client screen is consistent with the relative position of the second position on the second client screen.
Optionally, the mirror symmetry between the first game scene and the second game scene includes: the first game scene and the second game scene are in mirror symmetry, wherein a mirror symmetry plane is a plane parallel to a ground plane of the first game scene or a plane parallel to a ground plane of the second game scene.
Optionally, the mirror symmetry between the first game scene and the second game scene includes: the first game scene and the second game scene are in mirror symmetry, wherein the mirror symmetry plane is a first game scene ground plane or a second game scene ground plane.
Optionally, the mirror symmetry between the first game scene and the second game scene includes: the first game scene and the second game scene are in mirror symmetry, wherein a mirror symmetry plane is a plane perpendicular to a ground plane of the first game scene or a plane perpendicular to a ground plane of the second game scene.
Optionally, the first game content further includes a first game foreground, the second game content further includes a second game foreground, and the first game foreground and the second game foreground are mirror-symmetrical.
Optionally, a symmetry plane of the first game foreground and the second game foreground mirror symmetry is the same as a symmetry plane of the first game scene and the second game scene mirror symmetry.
Optionally, before the first client displays the first game content, each resource object in the first game foreground is horizontally flipped, or before the second client displays the second game content, each resource object in the second game foreground is horizontally flipped.
Optionally, before the first client displays the first game content, the first game character and the second game character in the first game foreground are horizontally flipped, or before the second client displays the second game content, the first game character and the second game character in the second game foreground are horizontally flipped.
Optionally, the first game foreground and the second game foreground each include a plurality of resource objects that are movable in position above the ground plane.
Optionally, the displaying the first game content at the first client includes: displaying the full range of the first game content at the first client; or displaying a partial range of the first game content at the first client; or adjusting the size of the range for displaying the first game content on the first client according to the received operation instruction.
At least one embodiment of the present invention also provides a display control system of a game scene, the system including: the system comprises a first client side, a second client side and a third client side, wherein the first client side is used for controlling a first game role, the second client side is used for controlling a second game role, the first game role belongs to first role camp, the second game role belongs to second role camp, the first client side is also used for displaying first game content, and the first game content comprises a first game scene; the second client is further used for displaying second game content, the second game content comprises a second game scene, and the first game scene and the second game scene are in mirror symmetry.
At least one embodiment of the present invention also provides a computer-readable storage medium on which a computer program is stored, the computer program, when executed by a processor, implementing the display control method of a game scene of any one of the above.
In at least one embodiment of the invention, a first game role belonging to a first role play is controlled to play in a first game scene displayed by a first client and a second game role belonging to a second role play is controlled to play in a second game scene displayed by a second client, namely, the game roles belonging to two different role plays are controlled to respectively play in game scenes which are in mirror symmetry with each other, so that the technical problems that resources distributed in the game scenes of battle games of a mobile terminal are inconsistent with the relative positions of the different roles, the fairness of battle games, the formation of player strategy habits and the tacit between teams are influenced are solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a schematic plan view of a game scene of a one-match game according to the related art;
FIG. 2 is a schematic diagram of an on-screen graphical user interface of two different banked game clients according to the related art;
FIG. 3 is a flowchart of a display control method of a game scene according to an embodiment of the present invention;
FIG. 4 is a schematic plan view of a game scene according to an embodiment of the invention;
fig. 5 is a schematic diagram of a first game scenario and a second game scenario that are mirror images of each other and their displays on a client according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
In accordance with one embodiment of the present invention, there is provided an embodiment of a method for controlling the display of a game scene, it is noted that the steps illustrated in the flowchart of the drawings may be performed in a computer system such as a set of computer-executable instructions, and that while a logical order is illustrated in the flowchart, in some cases the steps illustrated or described may be performed in an order different than here.
Fig. 3 is a flowchart of a display control method of a game scene according to an embodiment of the present invention, in which a first game character controlled by a first client and a second game character controlled by a second client are included in a game, where the first game character belongs to a first character formation and the second game character belongs to a second character formation, as shown in fig. 3, the method may include the following steps:
step S32, displaying a first game content on the first client, the first game content including a first game scene;
step S34, displaying a second game content on the second client, where the second game content includes a second game scene, and the first game scene and the second game scene are mirror-symmetrical.
In one embodiment of the invention, the game is a mobile terminal MOBA game comprising a first character lineup (e.g., a red square lineup) comprising one or more first game characters (e.g., hero) and a second character lineup (e.g., a blue square lineup) comprising one or more second game characters.
The number of game characters in the first character configuration and the second character configuration may be equal (e.g., the number of game characters is one, three, five, or other equal number), or may be unequal (e.g., the first character configuration includes three game characters and the second character configuration includes five game characters).
Each game player controls respective game roles to fight in a game scene through a game client on the mobile terminal, wherein a first game role controlled by a first client belongs to a first role camp, and a second game role controlled by a second client belongs to a second role camp.
FIG. 4 is a schematic plan view of a game scene according to an embodiment of the present invention, where the game scene includes: a first character constellation 120, a second character constellation 130, a first resource location 140, and a second resource location 150. The first character base 120 and the second character base 130 are respectively located at two ends of the game scene. In the game, a first asset is located at a first asset location 140 and a second asset is located at a second asset location 150. The first resource may be a special monster called a "pinny" by the game player and the second resource may be a special monster called a "grand dragon" by the game player. After a game character defeats or destroys a little or a big dragon, the game character or a part/all of the game characters belonging to the battle can receive a lot of rewards of experience, money, and the like. The first resource can also be 'gold mine', the second resource can also be 'silver mine', and the game can obtain a large amount of experience, money and other rewards by mining the gold mine and the silver mine, and the game role or part/all game roles which the game role belongs to have a battle. The first resource and the second resource can also be other forms of resources, and the game character contends for the first resource and the second resource through defeating, destroying, mining and the like, so that the game character or part/all of the game character belonging to the battle obtains rewards of experience, money and the like.
For convenience of description and calculation, a coordinate system is established in the schematic diagram of fig. 4, a direction in which the first character base 120 points to the second character base is an X direction, a midpoint of a line connecting the first character base 120 and the second character base 130 is a coordinate origin, a direction passing through the origin and perpendicular to the X direction is a Z direction, preferably, an XZ plane is a ground plane of a game scene, and a direction passing through the origin and perpendicular to the paper surface is an Y direction as shown in fig. 4.
When viewed from the positive Y-axis direction position of fig. 4, a plan view of the game scene shown in fig. 5(a) can be seen. As shown in fig. 5(a), in the plan view of the game scene (the first game scene 111), the first resource location 140 is located on the left side of the direction indicated by the dotted arrow (the direction in which the first character base 120 points to the second character base 130), and the second resource location 150 is located on the right side of the direction indicated by the dotted arrow.
When viewed from the Y-axis negative direction position of fig. 4, a schematic plan view of the game scene shown in fig. 5(c) can be observed. As shown in fig. 5(c), in the plan view of the game scene (the first game scene 112), the first resource location 140 is located on the left side of the direction indicated by the dotted arrow (the direction in which the second character base 130 points to the first base 120), and the second resource location 150 is located on the right side of the direction indicated by the dotted arrow.
The first game scene 111 shown in fig. 5(a) and the second game scene 112 shown in fig. 5(c) are mirror images, taking the XZ plane shown in fig. 4 as a symmetry plane.
As shown in fig. 5(b), a first game scene 111 is displayed at the first client 210; as shown in fig. 5(d), a second game scene 112 is displayed at the second client, in which a first game character controlled by the first client belongs to the first character camp and a second game character controlled by the second client belongs to the second character camp. In fig. 5(b), for a first character, the first resource location 140 is located to the left of the "mid-way" attack direction of the first character (the direction indicated by the dashed arrow/the direction in which the first character base 120 points toward the second character base 130), and the second resource location 150 is located to the right of the "mid-way" attack direction of the first character. In fig. 5(d), for the second character, the first resource location 140 is also to the left of the "mid-way" attack direction of the second character's play game character (the direction indicated by the dashed arrow/the direction in which the second base 130 points toward the first base 120), and the second resource location 150 is also to the right of the "mid-way" attack direction of the second character's play game character.
Therefore, the relative positions of the distributed resources in the game scene to different positions are consistent, the fairness of the battle game is improved, and the strategy habit of the player and the tacit cooperation among the teams are facilitated.
Fig. 5(b) and 5(d) are schematic plan views illustrating a first game scene displayed by the first client and a second game scene displayed by the second client. In actual game display control, three-dimensional effects such as 2.5D and 3D can be generally exhibited.
Optionally, the first game scene and the second game scene are mirror-symmetrical, and the method includes: the first game scene and the second game scene are in mirror symmetry, wherein a mirror symmetry plane is a plane parallel to a ground plane of the first game scene or a plane parallel to a ground plane of the second game scene. Preferably, the mirror symmetry plane is a first game scene ground plane or a second game scene ground plane.
For example, fig. 4 is a schematic plan view of a game scene, and a second game scene mirror-symmetrical to the first game scene is obtained by using the game scene as a first game scene and a plane parallel to the XZ plane as a mirror-symmetrical plane, preferably, the XZ plane as a mirror-symmetrical plane. For a certain point (x1, y1, z1) in the first game scene, its corresponding coordinate in the second game scene is (x2, y2, z2), where:
x2=x1,
y2=-y1+k,
z2 is z1, where k is a predetermined constant.
It can be seen that the coordinates in the XZ plane/ground plane of the first game scene and the second game scene, which have the plane parallel to the ground plane of the first game scene or the plane parallel to the ground plane of the second game scene as the mirror symmetry plane, are identical. Preferably, k is 0, that is, the mirror symmetry plane is the first game scene ground plane or the second game scene ground plane (the XZ plane is the mirror symmetry plane).
For example, for the first resource location 140, its XZ plane coordinates in the first game scenario are (x1, z1), and its XZ plane coordinates in the second game scenario are also (x1, z 1). The first client controls the first game character to move from the XZ plane origin position (0, 0) to the first resource position 140(x1, z1) in the first game scenario according to the received manipulation instruction, and the first game character also moves from the XZ plane origin position to the first resource position 140 in the second game scenario. For the coordinate representation of this movement process, the first game character moves from the (0, 0) position to the (x1, z1) position in the first game scene, and likewise, the first game character moves from the (0, 0) position to the (x1, z1) position in the second game scene.
Optionally, the first game scene and the second game scene are mirror-symmetrical, and the method includes: the first game scene and the second game scene are in mirror symmetry, wherein a mirror symmetry plane is not parallel to the first game scene ground plane or the second game scene ground plane. For example, the mirror symmetry plane is a plane perpendicular to the ground plane of the first game scenario or a plane perpendicular to the ground plane of the second game scenario.
For example, fig. 4 is a schematic plan view of a game scene, the game scene is taken as a first game scene, and a second game scene which is mirror-symmetrical to the first game scene is obtained by taking a plane which passes through a dotted line 410 in fig. 4 (the dotted line 410 forms an angle of +135 degrees/-45 degrees with the positive direction of the X axis) and is perpendicular to the XZ plane as a mirror-symmetrical plane. For a certain point (x1, y1, z1) in the first game scene, its corresponding coordinate in the second game scene is (x2, y2, z2), where:
x2=-z1,
y2=y1,
z2=-x1。
it can be seen that the coordinates on the XZ plane/ground plane are not uniform for the first game scene and the second game scene, which have a plane not parallel to the first game scene ground plane or the second game scene ground plane as a mirror symmetry plane.
For example, for a first resource location 140, its XZ plane coordinates in the first game scenario are (x1, z1), and its XZ plane coordinates in the second game scenario are (-z1, -x 1). The first client controls the first game character to move from the XZ plane origin position (0, 0) to the first resource position 140(x1, z1) in the first game scenario according to the received manipulation instruction, and the first game character also moves from the XZ plane origin position to the first resource position 140 in the second game scenario. For the coordinate representation of this movement process, the first game character moves from the (0, 0) position to the (x1, z1) position in the first game scenario, and likewise, the first game character moves from the (0, 0) position to the (-z1, -x1) position in the second game scenario.
It should be noted that, since the XZ plane is used as a mirror symmetry plane of the first game scene and the second game scene, the calculation amount is small, and the XZ plane/ground plane coordinates and the operation logic are consistent, which is a preferred embodiment.
Optionally, the first game scene includes a first character base and a second character base, and the second game scene includes the first character base and the second character base; when the game starts, the first character base displays a first position located on a first client screen, and the second character base displays a second position located on a second client screen, wherein the relative position of the first position in the first client is consistent with the relative position of the second position in the second client.
For example, at the beginning of the game, the first character base 120 is shown to be located at the lower left of the screen of the first client 210, and the second character base 130 is shown to be located at the lower left of the screen of the second client 220; alternatively, when the game starts, the first character base 120 is displayed to be positioned at the lower right of the screen of the first client 210, and the second character base 130 is displayed to be positioned at the lower right of the screen of the second client 220; alternatively, at the start of the game, the first character base 120 is shown positioned below the middle of the screen of the first client 210 and the second character base 130 is shown positioned below the middle of the screen of the second client 220.
Optionally, the attack direction of the first character camp on the first client is the same as the attack direction of the second character camp on the second client.
For example, as shown in fig. 5(b), the first character base 120 is shown to be located at the lower left of the screen of the first client 210, and the game character of the first character base starts from the lower left of the screen of the first client and attacks on the screen of the first client toward the second character base 130 in the game scene; as shown in fig. 5(d), the second character constellation 130 is shown positioned at the lower left of the screen of the second client 220, and the game character of the second character constellation starts from the lower left direction of the screen, and attacks on the first client screen towards the first character constellation 120 in the game scene.
Optionally, the first game scene includes a first character base and a second character base, and the second game scene includes the first character base and the second character base; the vector of the first character formation base in the first game scene pointing to the second character formation base and the diagonal line of the first client screen form a first included angle, the vector of the second character formation base in the second game scene pointing to the first character formation base and the diagonal line of the second client screen form a second included angle, and the difference value a between the first included angle and the second included angle is a ∈ [ -45 degrees, +45 degrees ], preferably, the first included angle is equal to the second included angle.
For example, as shown in fig. 5(b), a vector (in the direction of the dotted arrow in fig. 5 (b)) of the first character camp base 120 pointing to the second character camp base 130 forms a first angle with a diagonal line of the first client screen, as shown in fig. 5(d), a vector (in the direction of the dotted arrow in fig. 5 (d)) of the second character camp base 130 pointing to the first character camp base 120 forms a second angle with the diagonal line of the second client screen, and preferably, the first angle is equal to the second angle, that is, a difference a between the first angle and the second angle is 0. Like this, first contained angle equals with the second contained angle for both sides probably obtain unanimous demonstration and operation experience to fight the formation. Alternatively, the difference a between the first angle and the second angle may be within a predetermined range, for example, a e [ -45 degrees, +45 degrees ].
Optionally, the first game content further includes a first game foreground, the second game content further includes a second game foreground, and the first game foreground and the second game foreground are mirror-symmetrical.
Optionally, the first game foreground and the second game foreground each comprise a plurality of resource objects movable in position on the ground plane.
The game scene comprises a plurality of resource objects (scene resource objects) which are relatively fixed on the ground plane/XZ plane, such as resource objects of ground, mountains, stones, flowers, grass, trees, buildings and the like; the game foreground contains a plurality of resource objects (foreground resource objects) whose positions on the ground plane/XZ plane are usually movable (non-fixed), such as hero, soldier, monster, dragon, dragoon, skill release special effects, and the like.
Optionally, the first game foreground and the second game foreground are mirror-symmetrical, including: the first game foreground and the second game foreground are in mirror symmetry, wherein a symmetry plane of the mirror symmetry of the first game foreground and the second game foreground is the same as a symmetry plane of the mirror symmetry of the first game scene and the second game scene. Preferably, the ground plane/XZ plane is used as a mirror symmetry plane, the game scene and the game foreground are subjected to mirror image processing, so that a first game content and a second game content which are mirror symmetric to each other can be obtained, the first game content is displayed at the first client, and the second game content is displayed at the second client.
Optionally, before the first client displays the first game content, each resource object in the first game foreground is horizontally flipped, or before the second client displays the second game content, each foreground resource object in the second game foreground is horizontally flipped.
Optionally, before the first client displays the first game content, the first game character and the second game character in the first game foreground are horizontally flipped, or before the second client displays the second game content, the first game character and the second game character in the second game foreground are horizontally flipped.
For example, for a game character before mirror symmetry processing, the game character is held by the right hand to hold a weapon, and after mirror symmetry processing, the game character is changed to be held by the left hand to hold the weapon. In order to avoid inconsistency of foreground resource object display caused by mirror symmetry processing (especially inconsistency of hero controlled by a game player in the foreground resource objects), it is further required to perform horizontal turning processing on each foreground resource object in the game foreground after mirror symmetry processing, or to perform horizontal turning processing only on hero controlled by the game player in the foreground resource objects (since the game player is most sensitive to the inconsistency of the hero controlled), in the process of horizontal turning, the coordinates of each foreground resource object on the horizontal plane/XZ plane are kept unchanged, so that each foreground resource object is horizontally turned on the screen along the longitudinal central axis, and thus, the game character is changed to be a right-hand weapon, and the consistency of game character/foreground resource object display is kept.
Optionally, the displaying the first game content at the first client includes: displaying the full range of the first game content at the first client; or displaying a partial range of the first game content at the first client; or adjusting the size of the range for displaying the first game content on the first client according to the received operation instruction. Displaying the second game content at the second client includes: displaying the full range of the second game content at the second client; or displaying a partial range of the second game content at the second client; or adjusting the size of the range for displaying the second game content on the first client according to the received operation instruction.
For example, when the first game content is displayed on the first client, the whole range of the first game content may be always displayed on the display screen of the first client (e.g., for a game with a smaller range of the game content); a partial range of the first game content may also be displayed on the display screen of the first client all the time (for example, for a game with a large range of game content); or, the first client may further adjust a size of a range in which the first game content is displayed on the display screen of the first client according to the received operation instruction. Similarly, the second game content is displayed on the second client, and the whole range of the second game content can be always displayed on the display screen of the second client; a partial range of the second game content may also be displayed on the display screen of the second client all the time; or, the second client may further adjust a size of a range in which the second game content is displayed on the display screen of the second client according to the received operation instruction.
According to an embodiment of the present invention, there is also provided a display system of a game scene, the system including: the game system comprises a first client, a second client and a third client, wherein the first client is used for controlling a first game role, the second client is used for controlling a second game role, the first game role belongs to a first role camp, the second game role belongs to a second role camp, the first client is also used for displaying first game content, and the first game content comprises a first game scene; the second client is further configured to display second game content, where the second game content includes a second game scene, and the first game scene and the second game scene are mirror-symmetric.
There is further provided, according to an embodiment of the present invention, a computer-readable storage medium having stored thereon a program product capable of implementing the above-mentioned method of the present specification. In some possible embodiments, aspects of the invention may also be implemented in the form of a program product comprising program code means for causing a terminal device to carry out the steps according to various exemplary embodiments of the invention described in the above section "exemplary methods" of the present description, when said program product is run on the terminal device. Which may employ a portable compact disc read only memory (CD-ROM) and include program code and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited in this regard and, in the present document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit 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 invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, a network device, or the like) to execute all or part of the steps of the method according to the embodiments of the present invention.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (16)

1. A display control method of a game scene, the game comprising: a first game character controlled by a first client and a second game character controlled by a second client, wherein the first game character belongs to a first character camp and the second game character belongs to a second character camp, the method comprising:
displaying first game content at the first client, the first game content comprising a first game scene;
displaying second game content on the second client, wherein the second game content comprises a second game scene, and the first game scene and the second game scene are in mirror symmetry.
2. The method of claim 1, wherein the attack direction of the first character lineup on the first client is the same as the attack direction of the second character lineup on the second client.
3. The method of claim 1, wherein the first and second game scenarios each include a first character constellation and a second character constellation;
on the first client, a vector of the first character array base pointing to the second character array base forms a first included angle with a diagonal line of the first client screen,
on the second client, the vector of the second character array base pointing to the first character array base forms a second included angle with the diagonal line of the second client screen,
and the difference value a between the first included angle and the second included angle, wherein a epsilon [ -45 degrees, +45 degrees ].
4. The method of claim 3, wherein the first included angle is equal to the second included angle.
5. The method of claim 1, wherein the first and second game scenarios each include a first character constellation and a second character constellation;
when the game starts, the first character base displays a first position located on the first client screen, and the second character base displays a second position located on the second client screen, wherein the relative position of the first position on the first client screen is the same as the relative position of the second position on the second client screen.
6. The method of claim 1, wherein the first game scene is mirror symmetric to the second game scene, comprising:
the first game scene and the second game scene are in mirror symmetry, wherein a mirror symmetry plane is a plane parallel to a ground plane of the first game scene or a plane parallel to a ground plane of the second game scene.
7. The method of claim 1, wherein the first game scene is mirror symmetric to the second game scene, comprising:
the first game scene and the second game scene are in mirror symmetry, wherein a mirror symmetry plane is a first game scene ground plane or a second game scene ground plane.
8. The method of claim 1, wherein the first game scene is mirror symmetric to the second game scene, comprising:
the first game scene and the second game scene are in mirror symmetry, wherein a mirror symmetry plane is a plane perpendicular to a ground plane of the first game scene or a plane perpendicular to a ground plane of the second game scene.
9. The method of claim 1, wherein the first game content further comprises a first game foreground and the second game content further comprises a second game foreground, and wherein the first game foreground is mirror symmetric to the second game foreground.
10. The method of claim 9, wherein a plane of symmetry of the first game foreground mirror symmetry with the second game foreground is the same as a plane of symmetry of the first game scene mirror symmetry with the second game scene.
11. The method of claim 10, further comprising: and before the first client displays the first game content, horizontally turning each resource object in the first game foreground, or before the second client displays the second game content, horizontally turning each resource object in the second game foreground.
12. The method of claim 10, further comprising: and horizontally turning over the first game role and the second game role in the first game foreground before the first client displays the first game content, or horizontally turning over the first game role and the second game role in the second game foreground before the second client displays the second game content.
13. The method of any of claims 9-12, wherein the first game foreground and the second game foreground each contain a plurality of resource objects that are movable in position above ground level.
14. The method of claim 1, wherein displaying the first game content at the first client comprises:
displaying the full range of the first game content at the first client; or,
displaying a partial range of the first game content at the first client; or,
and adjusting the range size of the first game content displayed on the first client according to the received operation instruction.
15. A display control system for a game scene, the system comprising: a first client for controlling a first game character, a second client for controlling a second game character, wherein the first game character belongs to a first character camp, the second game character belongs to a second character camp, characterized in that,
the first client is further used for displaying first game content, and the first game content comprises a first game scene;
the second client is further configured to display second game content, where the second game content includes a second game scene, and the first game scene and the second game scene are mirror-symmetric.
16. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing the display control method of a game scene according to any one of claims 1 to 14.
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