CN112473134A - Method and device for displaying visual field area, storage medium and computer equipment - Google Patents

Method and device for displaying visual field area, storage medium and computer equipment Download PDF

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Publication number
CN112473134A
CN112473134A CN202011433576.9A CN202011433576A CN112473134A CN 112473134 A CN112473134 A CN 112473134A CN 202011433576 A CN202011433576 A CN 202011433576A CN 112473134 A CN112473134 A CN 112473134A
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China
Prior art keywords
visual field
display
player character
area
displaying
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CN202011433576.9A
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Chinese (zh)
Inventor
谭周
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202011433576.9A priority Critical patent/CN112473134A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

Abstract

The application relates to a method and a device for displaying a visual field region, a storage medium and computer equipment, wherein the method for displaying the visual field region comprises the following steps: when the visual field display instruction is detected, determining the display position of the current player character in the game interface; determining a visual field area of the current player character according to the display position; generating a corresponding visual field indication outline according to the boundary of the visual field area; and displaying the visual field indication outline on the game interface to display the visual field area to the current player character, so that a user can be helped to accurately judge the safety state of the user in the game process, the judgment error rate is reduced, and the operation is simple and convenient.

Description

Method and device for displaying visual field area, storage medium and computer equipment
Technical Field
The application relates to the field of game design, in particular to a method and a device for displaying a visual field area, a storage medium and computer equipment.
Background
In an MOBA (Multiplayer Online Battle Arena) game, if a user wants to prolong the survival time of a game role controlled by the user in the game as much as possible, the winning probability is increased, and the view situation of the whole own party is required to be observed in real time.
At present, the visual field area of the own party formation is generally the sum of the visual field areas of all the friend players and the visual field area of the default character building, and theoretically, the visual field area of each player on the map comprises the visual field area of the player and the visual field area of the player shared by other friend players. However, because the area of the display screen is limited, especially for game, the game interface cannot display the complete visual field range of the game for the player, and only can display part of the self visual field range and part of the visual field range of the friend player, for example, in a non-fog-lost mode, the picture area that each player can see is a mixed visual field area, and in a fog-lost mode, the bright area is a mixed visual field area, so that the player often needs to rely on personal experience to judge whether the player is in a relatively safe area, the judgment accuracy is not high, the strategic layout of the user is not facilitated in advance, and the game experience is reduced.
Disclosure of Invention
The application aims to provide a display method, a display device, a storage medium and a computer device of a visual field area, which can help a user to accurately judge the self safety state and reduce the judgment error rate.
The embodiment of the application provides a display method of a visual field area, which comprises the following steps:
when the visual field display instruction is detected, determining the display position of the current player character in the game interface;
determining a visual field area of the current player character according to the display position;
generating a corresponding visual field indication outline according to the boundary of the visual field area;
displaying the view indication outline on the game interface to display the view area to the current player character.
Wherein said displaying said visual indication profile on said gaming interface comprises:
determining all player characters contained within the field of view region;
determining a target display color according to the determined player character;
displaying the visual field indication outline on the game interface in the target display color.
Wherein said determining a target display color based on said determined player character comprises:
when the determined player characters comprise enemy player characters, taking a first preset display color as a target display color, wherein the enemy player characters and the current player characters belong to different battle battles;
and when the determined player character does not include the enemy player character, taking a second preset display color as a target display color.
Wherein said determining a target display color based on said determined player character comprises:
when the determined player characters comprise enemy player characters, obtaining color values of pixel points in the visual field area; determining a strong contrast color corresponding to the visual field area according to the color value, and taking the strong contrast color as a target display color;
and when the determined player character does not include the enemy player character, taking a second preset display color as a target display color.
Wherein, including the map display frame on the game interface, after generating the corresponding field of view instruction outline according to the border of the field of view region, still include:
determining an overall view area of a battle length, wherein the overall view area comprises the view area of the current player character and the view area of a friend player character belonging to the same battle;
detecting whether an enemy player character which is positioned in the visual field indication outline or is less than a preset threshold value from the visual field indication outline exists in the whole visual field area;
and if so, setting the display mode of the corresponding enemy player character in the small map display frame to be a flashing mode.
Wherein before detecting the visual field display instruction, the method further comprises:
displaying a preset control on the game interface, wherein the preset control is used for displaying or hiding a visual field area;
detecting whether a user carries out preset touch operation on the preset control or not;
if yes, generating a visual field display instruction.
The embodiment of the present application further provides a display device of a field of view region, including:
the first determining module is used for determining the display position of the current player character in the game interface when the visual field display instruction is detected;
a second determination module, configured to determine a view area of the current player character according to the display position;
the generating module is used for generating a corresponding visual field indicating outline according to the boundary of the visual field area;
a display module for displaying the view indication profile on the game interface to display the view area to the current player character.
Wherein the display module is specifically configured to:
determining all player characters contained within the field of view region;
determining a target display color according to the determined player character;
displaying the visual field indication outline on the game interface in the target display color.
Wherein the display module is specifically configured to:
when the determined player characters comprise enemy player characters, taking a first preset display color as a target display color, wherein the enemy player characters and the current player characters belong to different battle battles;
and when the determined player character does not include the enemy player character, taking a second preset display color as a target display color.
Wherein the display module is specifically configured to:
when the determined player characters comprise enemy player characters, obtaining color values of pixel points in the visual field area; determining a strong contrast color corresponding to the visual field area according to the color value, and taking the strong contrast color as a target display color;
and when the determined player character does not include the enemy player character, taking a second preset display color as a target display color.
Wherein, including the minimap display frame on the game interface, display device still includes the scintillation module for:
after generating a corresponding visual field indication outline according to the boundary of the visual field area, determining the whole visual field area of the battle stand where the current player character is located, wherein the whole visual field area comprises the visual field area of the current player character and the visual field area of the friend player character belonging to the same battle stand with the current player character;
detecting whether an enemy player character which is positioned in the visual field indication outline or is less than a preset threshold value from the visual field indication outline exists in the whole visual field area;
and if so, setting the display mode of the corresponding enemy player character in the small map display frame to be a flashing mode.
Wherein the display device further comprises a triggering module for:
displaying a preset control on the game interface, wherein the preset control is used for displaying or hiding a visual field area;
detecting whether a user carries out preset touch operation on the preset control or not;
if yes, generating a visual field display instruction.
The embodiment of the application also provides a computer readable storage medium, wherein a plurality of instructions are stored in the storage medium, and the instructions are suitable for being loaded by a processor to execute any one of the above-mentioned display methods of the visual field area.
The embodiment of the present application further provides a computer device, which includes a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the steps in any one of the above methods for displaying a field of view when executing the computer program.
According to the visual field area display method, the visual field area display device, the storage medium and the computer equipment, when a visual field display instruction is detected, the display position of the current player character in the game interface is determined, the visual field area of the current player character is determined according to the display position, then the corresponding visual field indication outline is generated according to the boundary of the visual field area, and the visual field indication outline is displayed on the game interface, so that the visual field area is displayed for the current player character, a user can be helped to accurately judge the safety state of the user in the game process, the judgment failure rate is reduced, the operation is simple and convenient, the user can better master the game dynamic state and carry out strategic layout in advance, and the game experience is improved.
Drawings
The technical solution and other advantages of the present application will become apparent from the detailed description of the embodiments of the present application with reference to the accompanying drawings.
Fig. 1 is a scene schematic diagram of a display method of a visual field area according to an embodiment of the present disclosure;
fig. 2 is a flowchart illustrating a method for displaying a visual field area according to an embodiment of the present disclosure;
FIG. 3 is a schematic illustration of a game interface provided by an embodiment of the present application;
FIG. 4 is a schematic diagram illustrating a display frame of a small map provided in an embodiment of the present application;
FIG. 5 is a flowchart illustrating a method for displaying another view field according to an embodiment of the present disclosure;
FIG. 6 is a schematic illustration showing a user clicking on a game interface according to an embodiment of the present application;
FIG. 7 is a schematic structural diagram of a display device in a field of view according to an embodiment of the present disclosure;
FIG. 8 is a schematic view of another structure of a display device in a field of view according to an embodiment of the present disclosure;
fig. 9 is a schematic structural diagram of a computer device provided in an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, 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 application.
The embodiment of the application provides a method and a device for displaying a visual field area, a storage medium and computer equipment.
Referring to fig. 1, fig. 1 is a scene schematic view of a display method of a view area according to an embodiment of the present application, where the display method of the view area may be applied to a computer device, and the computer device is specifically a server or a terminal, where the server may include a background server of a MOBA (Multiplayer Online Battle Arena) game, and the terminal may include a smart phone, a tablet computer, a game machine, and other devices.
When the view display instruction is detected, the computer device can determine the display position of the current player character in the game interface; determining a visual field area of the current player character according to the display position; generating a corresponding visual field indication outline according to the boundary of the visual field area; displaying the view indication outline on the game interface to display the view area to the current player character.
Wherein the field of view region is generally an area of a default size and shape, which may include a circle, formed centered on the display position of the player character. The player character generally refers to a virtual game character manipulated by a real player, such as Danji, shooter, and the like. The viewing indication contour is typically a closed indication contour, such as a circle, formed by the boundary lines of the viewing area. The visual indication outline may be displayed on the game interface in a highlighted form.
For example, referring to fig. 1, the computer device may be a mobile terminal, and when a user enters a game interface and clicks a small-eye button, a visual field display instruction may be generated by triggering, at this time, the mobile terminal may determine a display position of a current player character by itself, or may obtain the position from a server, and then draw a circle with a default size with the display position as a center to obtain a visual field indication outline, where the size of the default size depends on a visual field range set by the system for each game character, and then display the visual field indication outline in red on the game interface.
As shown in fig. 2, fig. 2 is a schematic flowchart of a method for displaying a view area according to an embodiment of the present application, where the method for displaying a view area is applied to a computer device, and a specific flow may be as follows:
s101, when a visual field display instruction is detected, the display position of the current player character in the game interface is determined.
The player character generally refers to a virtual game character manipulated by a player, such as a Danji character, a shooter character, and the like. The display position of each player character may be determined by the mobile terminal itself based on the display screen, or may be determined by the server and transmitted to the mobile terminal.
The visual field display instruction is usually generated by manual triggering, the triggering rule of the visual field display instruction can be determined according to requirements, for example, the visual field display instruction can be generated by operating and triggering an existing conventional key, generally, the conventional key can be provided with a set of existing operating rules for realizing the functions of the conventional key, and the visual field display instruction can be additionally provided with a rule different from the existing operating rules for realizing the triggering generation of the visual field display instruction on the conventional key. In addition, the visual field display instruction can be generated by the user operating a newly added key on the game interface.
For example, before the step S101, the method for displaying the visual field region further includes:
displaying a preset control on the game interface, wherein the preset control is used for displaying or hiding a visual field area;
detecting whether a user carries out preset touch operation on the preset control or not;
if yes, generating a visual field display instruction.
For example, please refer to fig. 3, the preset control may be designed as an eye icon, and the default state of the preset control is a display state, that is, a state visible to the user. The preset touch operation may include double-click, single-click, long-press, or the like, for example, when the user enters the game interface and clicks an eye icon displayed on the game interface, the generation of the view display instruction is triggered.
And S102, determining the visual field area of the current player character according to the display position.
Wherein the field of view is generally an area of a default size and shape formed centered on the display position of the player character, the shape may include a circle representing the field of view that the user can see on his or her own. Generally, the default size and shape set by the system for different virtual game characters in the same game are the same, which is equivalent to the size and shape of the visual field range that each virtual game character can see without the help of the visual fields of other virtual game characters or default building characters.
And S103, generating a corresponding visual field indication outline according to the boundary of the visual field area.
Therein, a line of the field of view indication contour, which is typically a closed shape, such as a closed circle, may be drawn along the border of the field of view region.
It should be noted that, a small map display frame is usually further provided on the existing game interface, and the small map display frame is an important auxiliary tool for users to know the situation of the whole game battle, and the approximate position of each player character in our battle on the whole game map and the approximate position of the enemy player character that can be seen by our player character in the enemy battle are displayed on the small map display frame, so that the users can view the teammate movement and the enemy movement through viewing the small map display frame, thereby facilitating the control of the virtual characters of themselves. In order to further enrich the functional role of the map minimap display frame, the present application also provides a warning and reminding function, for example, after step S103, the method for displaying the view area may further include:
determining the whole view field area of the battle field area, wherein the whole view field area comprises the view field area of the current player character and the view field area of the friend player character belonging to the same battle;
detecting whether an enemy player character which is positioned in the visual field indicating outline or is less than a preset threshold value from the visual field indicating outline exists in the whole visual field area;
if so, the display mode of the corresponding enemy player character in the minimap display frame is set to the blinking mode.
The preset threshold is mainly used to define the distance between players, for example, two players separated by a distance less than the preset threshold consider the distance to be closer, and conversely, consider the distance to be farther. The overall field of view also includes the field of view of default building characters, such as the field of view of defense towers and soldiers. The blinking mode refers to a mode for displaying an object based on a cyclic interleaving mode, and the interleaving mode may be a mode in which the object is regularly interleaved in two colors with a relatively large contrast, or a mode in which the object is regularly interleaved in two colors with high and low brightness.
Because in the existing hand game, the whole visual field area can not be displayed to the current player user at one time, and more areas can be seen only by controlling the movement of the player character through moving the rocker, the phenomenon that some enemy players in the visual field area of friend players and even in the visual field area of the enemy players can not be directly found by the current player easily exists, and if the enemy players are close to the current player, the enemy players are easily damaged and need to be warned. Considering that the enemy players displayed in the small map display frame normally include those directly seen by the current player and those seen by the friend players, when the enemy players in the entire visual field area within the visual field indication contour or outside the visual field indication contour but in close proximity to the visual field indication contour are determined, these enemy players can be displayed in a blinking mode so as to be quickly perceived by the user.
For example, referring to fig. 4, fig. 4 shows a small map display frame on which my players a1, a2, A3, a4, and a5, and enemy players B1, B2, and B3 are displayed, wherein if the current player is a1 and it is determined that B2 is inside the visual field indication outline, B3 and B1 are outside the visual field indication outline, but B3 is close to the visual field indication outline, B2 and B3 may be displayed in a blinking mode.
S104, displaying the visual field indication outline on the game interface so as to display the visual field area to the current player character.
The visual field indication outline may be directly displayed in a default color, for example, the default color is green, or the display color may be determined according to the actual situation of the surrounding players.
For example, the step S102 may specifically include:
determining all player characters contained in the visual field area;
determining a target display color based on the determined player character;
and displaying the visual field indication outline on the game interface in the target display color.
Where the player characters within the field of view are typically game characters that are currently visible to the player himself, which may include friend player characters and enemy player characters.
Specifically, the step of "determining the target display color according to the determined player character" may include:
when the determined player characters comprise enemy player characters, taking a first preset display color as a target display color, wherein the enemy player characters and the current player character belong to different battle battles;
and when the determined player character does not include the enemy player character, setting a second preset display color as a target display color.
The first preset display color and the second preset display color can be set manually, for example, the first preset display color can be red, the second preset color can be white, and generally, the risk degree of an enemy player to a current player in a visual field area is obviously higher than the risk degree of all enemy players to the current player in the visual field area, so that the visual impact sense brought to a user by the first preset display color is stronger than the visual impact sense brought to the user by the second preset display color.
In other embodiments, the step of "determining a target display color based on the determined player character" may include:
when the determined player characters comprise enemy player characters, obtaining color values of pixel points in the visual field area; determining a strong contrast color corresponding to the visual field area according to the color value, and taking the strong contrast color as a target display color;
and when the determined player character does not include the enemy player character, setting a second preset display color as a target display color.
The average color value of all the pixel points can be taken, or the color values with more proportion in all the pixel points are taken as the reference color, for example, if the green grassland area has more proportion, the green is taken as the reference color, and then the color with the strongest contrast with the reference color is taken as the strong contrast color, so that the display color of the visual field indication outline can be determined by combining with an actual game picture, and the flexibility is high.
As can be seen from the above, in the method for displaying a view area provided in this embodiment, when a view display instruction is detected, the display position of the current player character in the game interface is determined, the view area of the current player character is determined according to the display position, then a corresponding view indication contour is generated according to the boundary of the view area, and the view indication contour is displayed on the game interface, so as to display the view area to the current player character, thereby helping a user accurately determine the security state of the user in the game process, reducing the determination error rate, being simple and convenient to operate, being beneficial to the user to better grasp the game dynamics and advance the strategic layout, and improving the game experience.
On the basis of the above embodiments, the present embodiment will further describe a display method of the field area by way of example. Referring to fig. 5 and 6, a method for displaying a viewing area includes the following steps:
s201, displaying a preset control on the game interface, wherein the preset control is used for displaying or hiding the visual field area.
S202, detecting whether a user carries out preset touch operation on the preset control, if so, generating a view display instruction, and if not, re-detecting.
For example, in fig. 6, a small-eye button may be set on the game interface in advance, and when the user enters the game interface and clicks the small-eye button, the generation of the visual field display instruction is triggered.
S203, determining the display position of the current player character in the game interface, and determining the visual field area of the current player character according to the display position.
And S204, generating a corresponding visual field indication outline according to the boundary of the visual field area.
For example, in FIG. 6, an enemy player character B2, a current player character A1, and a friend player character A2 may be displayed on the game interface, with the view indicating outline being a circle centered at A1 (the circle is not fully displayed on the game interface)
S205, determining the whole view field area of the battle field area including the view field area of the current player character and the view field area of the friend player character belonging to the same battle.
S206, detecting whether there is an enemy player character in the entire visual field area, which is located within the visual field indication contour or whose closest distance from the visual field indication contour is less than a preset threshold, if there is an enemy player character, executing the following step S207, otherwise, detecting again.
And S207, setting the display mode of the corresponding enemy player character in the minimap display frame to be a flashing mode.
For example, in FIG. 6, the minimap display box is located in the upper left corner of the game interface, on which my players A1, A2, A3, A4, and A5, and enemy players B1, B2, and B3 are displayed. If the current player is A1, and it is determined that B2 is within the visual field indication outline, B3 and B1 are outside the visual field indication outline, but B3 is close to the visual field indication outline, then B2 and B3 may be displayed in the small map display box in a blinking mode, while A1, A2, A3, A4, A5, and B1 are displayed in a normal display mode.
And S208, determining all player characters contained in the visual field area, and determining the target display color according to the determined player characters.
In one embodiment, the step of "determining a target display color according to the determined player character" may include:
when the determined player characters comprise enemy player characters, taking a first preset display color as a target display color, wherein the enemy player characters and the current player character belong to different battle battles;
and when the determined player character does not include the enemy player character, setting a second preset display color as a target display color.
For example, the first preset display color may be red, and the second preset color may be white, in fig. 6, since B2 is within the visual field indication contour, red is taken as the target display color, that is, the color of the visual field indication contour presented on the screen.
In other embodiments, the step of "determining a target display color based on the determined player character" may include:
when the determined player characters comprise enemy player characters, obtaining color values of pixel points in the visual field area; determining a strong contrast color corresponding to the visual field area according to the color value, and taking the strong contrast color as a target display color;
and when the determined player character does not include the enemy player character, setting a second preset display color as a target display color.
For example, if a large piece of green grass is included in the field of view, the strong contrast color may be red.
S209, displaying the visual field indication outline on the game interface in the target display color so as to display the visual field area to the current player character.
On the basis of the above embodiments, the present embodiment will be further described from the perspective of the display device in the field of view, please refer to fig. 7, and fig. 7 specifically describes the display device in the field of view provided by the embodiment of the present application, which may include: a first determining module 10, a second determining module 20, a generating module 30 and a display module 40, wherein:
(1) first determination module 10
The first determining module 10 is configured to determine a display position of a current player character in the game interface when the visual field display instruction is detected.
The player character generally refers to a virtual game character manipulated by a player, such as a Danji character, a shooter character, and the like. The display position of each player character may be determined by the mobile terminal itself based on the display screen, or may be determined by the server and transmitted to the mobile terminal.
The visual field display instruction is usually generated by manual triggering, the triggering rule of the visual field display instruction can be determined according to requirements, for example, the visual field display instruction can be generated by operating and triggering an existing conventional key, generally, the conventional key can be provided with a set of existing operating rules for realizing the functions of the conventional key, and the visual field display instruction can be additionally provided with a rule different from the existing operating rules for realizing the triggering generation of the visual field display instruction on the conventional key. In addition, the visual field display instruction can be generated by the user operating a newly added key on the game interface.
For example, referring to fig. 8, the display device further includes a triggering module 50 for:
displaying a preset control on the game interface, wherein the preset control is used for displaying or hiding a visual field area;
detecting whether a user carries out preset touch operation on the preset control or not;
if yes, generating a visual field display instruction.
For example, please refer to fig. 3, the preset control may be designed as an eye icon, and the default state of the preset control is a display state, that is, a state visible to the user. The preset touch operation may include double-click, single-click, long-press, or the like, for example, when the user enters the game interface and clicks an eye icon displayed on the game interface, the generation of the view display instruction is triggered.
(2) Second determination module 20
And a second determining module 20, configured to determine a visual field area of the current player character according to the display position.
Wherein the field of view is generally an area of a default size and shape formed centered on the display position of the player character, the shape may include a circle representing the field of view that the user can see on his or her own. Generally, the default size and shape set by the system for different virtual game characters in the same game are the same, which is equivalent to the size and shape of the visual field range that each virtual game character can see without the help of the visual fields of other virtual game characters or default building characters.
(3) Generation module 30
A generating module 30, configured to generate a corresponding view indication contour according to the boundary of the view area.
Therein, a line of the field of view indication contour, which is typically a closed shape, such as a closed circle, may be drawn along the border of the field of view region.
It should be noted that, a small map display frame is usually further provided on the existing game interface, and the small map display frame is an important auxiliary tool for users to know the situation of the whole game battle, and the approximate position of each player character in our battle on the whole game map and the approximate position of the enemy player character that can be seen by our player character in the enemy battle are displayed on the small map display frame, so that the users can view the teammate movement and the enemy movement through viewing the small map display frame, thereby facilitating the control of the virtual characters of themselves. For the functional role of further richening map display frame, this application has still given its warning and has reminded the function, for example, this display device still includes scintillation module 60 for:
after generating a corresponding visual field indication outline according to the boundary of the visual field area, determining the whole visual field area of the battle stand where the current player character is located, wherein the whole visual field area comprises the visual field area of the current player character and the visual field area of the friend player character belonging to the same battle stand with the current player character;
detecting whether an enemy player character which is positioned in the visual field indicating outline or is less than a preset threshold value from the visual field indicating outline exists in the whole visual field area;
if so, the display mode of the corresponding enemy player character in the minimap display frame is set to the blinking mode.
The preset threshold is mainly used to define the distance between players, for example, two players separated by a distance less than the preset threshold consider the distance to be closer, and conversely, consider the distance to be farther. The overall field of view also includes the field of view of default building characters, such as the field of view of defense towers and soldiers. The blinking mode refers to a mode for displaying an object based on a cyclic interleaving mode, and the interleaving mode may be a mode in which the object is regularly interleaved in two colors with a relatively large contrast, or a mode in which the object is regularly interleaved in two colors with high and low brightness.
Because in the existing hand game, the whole visual field area can not be displayed to the current player user at one time, and more areas can be seen only by controlling the movement of the player character through moving the rocker, the phenomenon that some enemy players in the visual field area of friend players and even in the visual field area of the enemy players can not be directly found by the current player easily exists, and if the enemy players are close to the current player, the enemy players are easily damaged and need to be warned. Considering that the enemy players displayed in the small map display frame normally include those directly seen by the current player and those seen by the friend players, when the enemy players in the entire visual field area within the visual field indication contour or outside the visual field indication contour but in close proximity to the visual field indication contour are determined, these enemy players can be displayed in a blinking mode so as to be quickly perceived by the user.
For example, referring to fig. 4, fig. 4 shows a small map display frame on which my players a1, a2, A3, a4, and a5, and enemy players B1, B2, and B3 are displayed, wherein if the current player is a1 and it is determined that B2 is inside the visual field indication outline, B3 and B1 are outside the visual field indication outline, but B3 is close to the visual field indication outline, B2 and B3 may be displayed in a blinking mode.
(4) Display module 40
A display module 40, configured to display the view indication contour on the game interface so as to display the view area to the current player character.
The visual field indication outline may be directly displayed in a default color, for example, the default color is green, or the display color may be determined according to the actual situation of the surrounding players.
For example, the display module 40 is specifically configured to:
determining all player characters contained in the visual field area;
determining a target display color based on the determined player character;
and displaying the visual field indication outline on the game interface in the target display color.
Where the player characters within the field of view are typically game characters that are currently visible to the player himself, which may include friend player characters and enemy player characters.
In one embodiment, the display module 40 is specifically configured to:
when the determined player characters comprise enemy player characters, taking a first preset display color as a target display color, wherein the enemy player characters and the current player character belong to different battle battles;
and when the determined player character does not include the enemy player character, setting a second preset display color as a target display color.
The first preset display color and the second preset display color can be set manually, for example, the first preset display color can be red, the second preset color can be white, and generally, the risk degree of an enemy player to a current player in a visual field area is obviously higher than the risk degree of all enemy players to the current player in the visual field area, so that the visual impact sense brought to a user by the first preset display color is stronger than the visual impact sense brought to the user by the second preset display color.
In another embodiment, the display module 40 is specifically configured to:
when the determined player characters comprise enemy player characters, obtaining color values of pixel points in the visual field area; determining a strong contrast color corresponding to the visual field area according to the color value, and taking the strong contrast color as a target display color;
and when the determined player character does not include the enemy player character, setting a second preset display color as a target display color.
The average color value of all the pixel points can be taken, or the color values with more proportion in all the pixel points are taken as the reference color, for example, if the green grassland area has more proportion, the green is taken as the reference color, and then the color with the strongest contrast with the reference color is taken as the strong contrast color, so that the display color of the visual field indication outline can be determined by combining with an actual game picture, and the flexibility is high.
In a specific implementation, the above units may be implemented as independent entities, or may be combined arbitrarily to be implemented as the same or several entities, and the specific implementation of the above units may refer to the foregoing method embodiments, which are not described herein again.
As can be seen from the above, in the display device of the view area provided in this embodiment, when a view display instruction is detected, the first determining module 10 determines the display position of the current player character in the game interface, the second determining module 20 determines the view area of the current player character according to the display position, then the generating module 30 generates a corresponding view indication contour according to the boundary of the view area, and the displaying module 40 displays the view indication contour on the game interface to display the view area to the current player character, so as to help the user accurately determine the security state of the user during the game process, reduce the failure rate of determination, and facilitate the user to better grasp the game dynamics and advance the strategic layout, thereby improving the game experience.
Correspondingly, the embodiment of the present application further provides a computer device, where the computer device may be a terminal or a server, and the terminal may be a smart phone, a tablet computer, a notebook computer, a touch screen, a game machine, a Personal computer, a Personal Digital Assistant (PDA), or other devices. As shown in fig. 9, fig. 9 is a schematic structural diagram of a computer device according to an embodiment of the present application. The computer apparatus 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer-readable storage media, and a computer program stored on the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. Those skilled in the art will appreciate that the computer device configurations illustrated in the figures are not meant to be limiting of computer devices and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The processor 401 is a control center of the computer device 400, connects the respective parts of the entire computer device 400 using various interfaces and lines, performs various functions of the computer device 400 and processes data by running or loading software programs and/or modules stored in the memory 402 and calling data stored in the memory 402, thereby monitoring the computer device 400 as a whole.
In the embodiment of the present application, the processor 401 in the computer device 400 loads instructions corresponding to processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 runs the application programs stored in the memory 402, thereby implementing various functions:
when the visual field display instruction is detected, determining the display position of the current player character in the game interface;
determining a visual field area of the current player character according to the display position;
generating a corresponding visual field indication outline according to the boundary of the visual field area;
displaying the view indication outline on the game interface to display the view area to the current player character.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Optionally, as shown in fig. 9, the computer device 400 further includes: touch-sensitive display screen 403, radio frequency circuit 404, audio circuit 405, input unit 406 and power 407. The processor 401 is electrically connected to the touch display screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power source 407. Those skilled in the art will appreciate that the computer device configuration illustrated in FIG. 9 does not constitute a limitation of computer devices, and may include more or fewer components than those illustrated, or some components may be combined, or a different arrangement of components.
The touch display screen 403 may be used for displaying a graphical user interface and receiving operation instructions generated by a user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. The display panel may be used, among other things, to display information entered by or provided to a user and various graphical user interfaces of the computer device, which may be made up of graphics, text, icons, video, and any combination thereof. Alternatively, the Display panel may be configured in the form of a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel using any suitable object or accessory such as a finger, a stylus pen, and the like), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch direction of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device, converts the touch information into touch point coordinates, sends the touch point coordinates to the processor 401, and can receive and execute commands sent by the processor 401. The touch panel may overlay the display panel, and when the touch panel detects a touch operation thereon or nearby, the touch panel may transmit the touch operation to the processor 401 to determine the type of the touch event, and then the processor 401 may provide a corresponding visual output on the display panel according to the type of the touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 403 to realize input and output functions. However, in some embodiments, the touch panel and the touch panel can be implemented as two separate components to perform the input and output functions. That is, the touch display screen 403 may also be used as a part of the input unit 406 to implement an input function.
In this embodiment of the application, a game application is executed by the processor 401 to generate a picture of a virtual three-dimensional scene on the touch display screen 403, where the picture includes a graphical user interface (UI interface), the graphical user interface includes a second spatial orientation indicator, a spatial orientation identifier corresponding to a target object is displayed on the second spatial orientation indicator, and the spatial orientation identifier is used to indicate an orientation where the target object is located.
The touch display screen 403 may be used for presenting a picture of a virtual three-dimensional scene, a graphical user interface and receiving an operation instruction generated by a user acting on the graphical user interface.
The rf circuit 404 may be used for transceiving rf signals to establish wireless communication with a network device or other computer device via wireless communication, and for transceiving signals with the network device or other computer device.
The audio circuit 405 may be used to provide an audio interface between a user and a computer device through speakers, microphones. The audio circuit 405 may transmit the electrical signal converted from the received audio data to a speaker, and convert the electrical signal into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 405 and converted into audio data, which is then processed by the audio data output processor 401, and then sent to, for example, another computer device via the radio frequency circuit 404, or output to the memory 402 for further processing. The audio circuit 405 may also include an earbud jack to provide communication of a peripheral headset with the computer device.
The input unit 406 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 407 is used to power the various components of the computer device 400. Optionally, the power source 407 may be logically connected to the processor 401 through a power management system, so as to implement functions of managing charging, discharging, power consumption management, and the like through the power management system. The power supply 407 may also include one or more dc or ac power sources, recharging systems, power failure detection circuitry, power converters or inverters, power status indicators, or any other component.
Although not shown in fig. 9, the computer device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described in detail herein.
In the foregoing embodiments, 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.
It will be understood by those skilled in the art that all or part of the steps of the methods of the above embodiments may be performed by instructions or by associated hardware controlled by the instructions, which may be stored in a computer readable storage medium and loaded and executed by a processor.
To this end, the present application provides a computer readable storage medium, in which a plurality of computer programs are stored, and the computer programs can be loaded by a processor to execute the steps in any one of the methods for displaying a visual field provided by the embodiments of the present application. For example, the computer program may perform the steps of:
when the visual field display instruction is detected, determining the display position of the current player character in the game interface;
determining a visual field area of the current player character according to the display position;
generating a corresponding visual field indication outline according to the boundary of the visual field area;
displaying the view indication outline on the game interface to display the view area to the current player character.
The above operations can be implemented in the foregoing embodiments, and are not described in detail herein.
Wherein the storage medium may include: read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disks, and the like.
Since the computer program stored in the storage medium can execute the steps in any method for displaying a view area provided in the embodiments of the present application, the beneficial effects that can be achieved by any method for displaying a view area provided in the embodiments of the present application can be achieved, which are detailed in the foregoing embodiments and will not be described herein again.
The foregoing detailed description is directed to a method, an apparatus, a storage medium, and a computer device for displaying a field of view provided by an embodiment of the present application, and a specific example is applied to illustrate the principle and an implementation of the present application, and the description of the foregoing embodiment is only used to help understand the method and the core idea of the present application; meanwhile, for those skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (10)

1. A method for displaying a field of view, comprising:
when the visual field display instruction is detected, determining the display position of the current player character in the game interface;
determining a visual field area of the current player character according to the display position;
generating a corresponding visual field indication outline according to the boundary of the visual field area;
displaying the view indication outline on the game interface to display the view area to the current player character.
2. The method for displaying a visual field area according to claim 1, wherein the displaying the visual field indication contour on the game interface includes:
determining all player characters contained within the field of view region;
determining a target display color according to the determined player character;
displaying the visual field indication outline on the game interface in the target display color.
3. The method for displaying a visual field area according to claim 2, wherein said determining a target display color according to the determined player character comprises:
when the determined player characters comprise enemy player characters, taking a first preset display color as a target display color, wherein the enemy player characters and the current player characters belong to different battle battles;
and when the determined player character does not include the enemy player character, taking a second preset display color as a target display color.
4. The method for displaying a visual field area according to claim 2, wherein said determining a target display color according to the determined player character comprises:
when the determined player characters comprise enemy player characters, obtaining color values of pixel points in the visual field area; determining a strong contrast color corresponding to the visual field area according to the color value, and taking the strong contrast color as a target display color;
and when the determined player character does not include the enemy player character, taking a second preset display color as a target display color.
5. The method for displaying a visual field area according to any one of claims 1 to 4, wherein a small map display box is included on the game interface, and after generating a corresponding visual field indication outline according to a boundary of the visual field area, the method further comprises:
determining an overall view area of a battle length, wherein the overall view area comprises the view area of the current player character and the view area of a friend player character belonging to the same battle;
detecting whether an enemy player character which is positioned in the visual field indication outline or is less than a preset threshold value from the visual field indication outline exists in the whole visual field area;
and if so, setting the display mode of the corresponding enemy player character in the small map display frame to be a flashing mode.
6. The visual field area display method according to any one of claims 1 to 4, further comprising, before detecting a visual field display instruction:
displaying a preset control on the game interface, wherein the preset control is used for displaying or hiding a visual field area;
detecting whether a user carries out preset touch operation on the preset control or not;
if yes, generating a visual field display instruction.
7. A display device for a field of view, comprising:
the first determining module is used for determining the display position of the current player character in the game interface when the visual field display instruction is detected;
a second determination module, configured to determine a view area of the current player character according to the display position;
the generating module is used for generating a corresponding visual field indicating outline according to the boundary of the visual field area;
a display module for displaying the view indication profile on the game interface to display the view area to the current player character.
8. The viewing area display apparatus of claim 7, wherein the display module is specifically configured to:
determining all player characters contained within the field of view region;
determining a target display color according to the determined player character;
displaying the visual field indication outline on the game interface in the target display color.
9. A computer-readable storage medium, characterized in that it stores a computer program adapted to be loaded by a processor for performing the steps of the method of displaying a field of view of any one of claims 1 to 6.
10. A computer device characterized by comprising a memory in which a computer program is stored and a processor that executes the steps in the display method of the visual field area according to any one of claims 1 to 6 by calling the computer program stored in the memory.
CN202011433576.9A 2020-12-09 2020-12-09 Method and device for displaying visual field area, storage medium and computer equipment Pending CN112473134A (en)

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