CN112473138B - Game display control method and device, readable storage medium and electronic equipment - Google Patents

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

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Publication number
CN112473138B
CN112473138B CN202011454807.4A CN202011454807A CN112473138B CN 112473138 B CN112473138 B CN 112473138B CN 202011454807 A CN202011454807 A CN 202011454807A CN 112473138 B CN112473138 B CN 112473138B
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game
camera
distance
center
calculating
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CN112473138A (en
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孔菁
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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
    • A63F13/50Controlling 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
    • 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 present disclosure relates to the technical field of games, and provides a game display control method, a device, a readable storage medium and an electronic device, where the method includes: calculating a target orientation of the game camera in response to a player's viewing angle adjustment operation on the terminal; calculating a rotation matrix of the game camera according to the target orientation; determining a gazing position of the game camera according to the current position and the current skill of the target game object; calculating an idle area contained in a display interface of the terminal, and calculating the gazing distance of the game camera according to the idle area; and determining the target space position of the game camera according to the gazing distance, the rotation matrix and the gazing position, and controlling the movement of the game camera according to the target space position and the target orientation. The method and the device can automatically calculate the target space position and the camera orientation of the camera, reduce the operation difficulty of a player and realize automatic control of the game camera.

Description

Game display control method and device, readable storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a game display control method, a game display control device, a computer readable storage medium, and an electronic apparatus.
Background
In a game, how to organize the composition of a game scene on a display area, and how to present all the content of interest to a player on the display area, is a problem to be solved by game camera control, where game objects and target objects in the game scene are rendered on the display area through game camera projection matrix mapping.
In the prior art, it is common to control a game object manipulated by a player to be in a middle position of a display area and to ensure that a target influenced by the game object appears in a screen. However, the existing game camera is too dead to control and flexible control cannot be realized.
In view of the foregoing, there is a need in the art to develop a new game display control method and apparatus.
It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the present disclosure and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure aims to provide a display control method, a display control device, a computer-readable storage medium, and an electronic apparatus, thereby realizing flexible control of game cameras at least to some extent.
Other features and advantages of the present disclosure will be apparent from the following detailed description, or may be learned in part by the practice of the disclosure.
According to an aspect of the present disclosure, there is provided a display control method of a game, the method including: calculating a target orientation of the game camera in response to a player's viewing angle adjustment operation on the terminal; calculating a rotation matrix of the game camera according to the target orientation; determining a gaze location of the game camera based on a current location and a current skill of a target game object; calculating an idle area contained in a display interface of the terminal, and calculating the gazing distance of the game camera according to the idle area; and determining a target space position of the game camera according to the gazing distance, the rotation matrix and the gazing position, and controlling the movement of the game camera according to the target space position and the target direction.
In some exemplary embodiments of the present disclosure, determining a gaze location of the game camera from a current location and a current skill of a target game object includes: determining an influence area of the current skill according to the current position of the target game object and the current skill, and acquiring one or more game objects in the influence area; and determining the gazing position of the game camera according to the object position of the game object.
In some exemplary embodiments of the present disclosure, determining a gaze location of the game camera from an object location of the game object includes: judging whether the current game scene belongs to a combat scene or not; if yes, determining a minimum circumscribing circle corresponding to the object position according to the object position, and taking the circle center of the minimum circumscribing circle as the gazing position; if not, determining a gravity center point corresponding to the object position according to the object position, and taking the position of the gravity center point as the gazing position.
In some exemplary embodiments of the present disclosure, the method further comprises: and determining the maximum distance from the game object to the gazing position according to the object position and the gazing position.
In some exemplary embodiments of the present disclosure, the free region includes a region center and a plurality of region vertices; calculating a gaze distance of the game camera from the free area, comprising: acquiring a camera position of the game camera, and calculating a center vector and a center distance from the camera position to the center of the area; forming a pyramid according to the camera position and the regional vertexes, and calculating the minimum distance between the regional center and a plurality of planes on the pyramid; the gaze distance is calculated from the center distance, the maximum distance, and the minimum distance.
In some exemplary embodiments of the present disclosure, calculating the gaze distance from the center distance, the maximum distance, and the minimum distance includes: dividing the maximum distance by the minimum distance to obtain a distance ratio, and multiplying the distance ratio by the center distance to obtain the gaze distance.
In some exemplary embodiments of the present disclosure, the free area includes an area center; determining a target spatial position of the game camera from the gaze distance, the rotation matrix, and the gaze position, comprising: multiplying the rotation matrix, a unit vector of a center vector and the gazing distance to obtain an intermediate value, and subtracting the gazing position from the intermediate value to obtain the target space position, wherein the center vector is a vector from the camera position of the game camera to the center of the region.
In some exemplary embodiments of the present disclosure, calculating a target orientation of a game camera includes: and determining the orientation change of the game camera according to the visual angle adjustment operation, acquiring the camera orientation of the last frame in the game scene, and calculating the target orientation according to the orientation change and the camera orientation of the last frame.
According to an aspect of the present disclosure, there is provided a display control of a game, the display control of the game including: the response operation module is used for responding to the visual angle adjustment operation of the player on the terminal and calculating the target orientation of the game camera; a rotation matrix calculating module for calculating a rotation matrix of the game camera according to the target orientation; a gazing position determining module for determining a gazing position of the game camera according to a current position and a current skill of the target game object; a gazing distance determining module, configured to calculate an idle area included in a display interface of the terminal, and calculate a gazing distance of the game camera according to the idle area; and the control camera moving module is used for determining the target space position of the game camera according to the gazing distance, the rotation matrix and the gazing position, and controlling the movement of the game camera according to the target space position and the target direction.
According to an aspect of the present disclosure, there is provided a computer-readable medium having stored thereon a computer program which, when executed by a processor, implements a display control method of a game as described in the above embodiments.
According to one aspect of the present disclosure, there is provided an electronic device including: one or more processors; and a storage means for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement the display control method of a game as described in the above embodiments.
As can be seen from the above technical solutions, the method and apparatus for controlling display of a game, the computer-readable storage medium, and the electronic device according to the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:
the display control method of the game of the present disclosure, first, can respond to the visual angle adjustment operation of the player on the terminal, calculate the goal orientation of the game camera; calculating a rotation matrix of the game camera according to the target orientation; then, determining the gazing position of the game camera according to the current position and the current skill of the target game object; then, calculating an idle area contained in a display interface of the terminal, and calculating the gazing distance of the game camera according to the idle area; finally, determining the target space position of the game camera according to the gazing distance, the rotation matrix and the gazing position, and controlling the movement of the game camera according to the target space position and the target direction. According to the game display control method, on one hand, the target space position and the camera orientation of the game camera can be automatically calculated, so that the operation difficulty of a player is reduced, a game scene is fully displayed, and the picture performance of the game scene is improved; on the other hand, the game scene can be displayed in the idle area by calculating the idle area of the display interface, and the game camera can be controlled according to the idle area of the display interface while the situation that the graphics on the display area block the game scene is avoided.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the disclosure and together with the description, serve to explain the principles of the disclosure. It will be apparent to those of ordinary skill in the art that the drawings in the following description are merely examples of the disclosure and that other drawings may be derived from them without undue effort.
FIG. 1 schematically illustrates a flow diagram of a display control method of a game according to an embodiment of the present disclosure;
fig. 2 schematically illustrates a flow diagram of determining a gaze location, according to an embodiment of the disclosure;
FIG. 3 schematically illustrates a flow diagram for determining a gaze distance in accordance with an embodiment of the present disclosure;
FIG. 4 schematically illustrates a block diagram of a display control apparatus of a game according to an embodiment of the present disclosure;
FIG. 5 schematically illustrates a block diagram of an electronic device according to an embodiment of the disclosure;
fig. 6 schematically illustrates a program product schematic according to an embodiment of the present disclosure.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art.
Furthermore, the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the disclosure. One skilled in the relevant art will recognize, however, that the disclosed aspects may be practiced without one or more of the specific details, or with other methods, components, devices, steps, etc. In other instances, well-known methods, devices, implementations, or operations are not shown or described in detail to avoid obscuring aspects of the disclosure.
The block diagrams depicted in the figures are merely functional entities and do not necessarily correspond to physically separate entities. That is, the functional entities may be implemented in software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
The flow diagrams depicted in the figures are exemplary only, and do not necessarily include all of the elements and operations/steps, nor must they be performed in the order described. For example, some operations/steps may be decomposed, and some operations/steps may be combined or partially combined, so that the order of actual execution may be changed according to actual situations.
In one embodiment of the present disclosure, a display control method of a game is presented. Fig. 1 shows a display control method of a game, and as shown in fig. 1, the display control method of the game at least includes the following steps:
step S110: calculating a target orientation of the game camera in response to a player's viewing angle adjustment operation on the terminal;
step S120: calculating a rotation matrix of the game camera according to the target orientation;
step S130: determining a gazing position of the game camera according to the current position and the current skill of the target game object;
step S140: calculating an idle area contained in a display interface of the terminal, and calculating the gazing distance of the game camera according to the idle area;
step S150: and determining the target space position of the game camera according to the gazing distance, the rotation matrix and the gazing position, and controlling the movement of the game camera according to the target space position and the target orientation.
According to the game display control method in the embodiment of the disclosure, on one hand, the target space position and the camera orientation of the game camera can be automatically calculated, so that the operation difficulty of a player is reduced, a game scene is fully displayed, and the picture expression of the game scene is promoted; on the other hand, the game scene can be displayed in the idle area by calculating the idle area of the display interface, and the game camera can be controlled according to the idle area of the display interface while the situation that the graphics on the display area block the game scene is avoided.
The display control method of the game according to the exemplary embodiment of the present disclosure may be configured so that the server executes the display control of the game corresponding to the display control method of the game. Furthermore, it should be understood that the terminal device (e.g., mobile phone, tablet, etc.) may also implement the respective steps of the display control method of the game, and the corresponding apparatus may also be configured in the terminal device. When the display control method of the game of the present disclosure is run in a server, it may be a cloud game.
In exemplary embodiments of the present disclosure, cloud gaming refers to a gaming mode based on cloud computing. In the running mode of the cloud game, a running main body of the game program and a game picture presentation main body are separated, the storage and running of a game display control method are completed on a cloud game server, and the functions of a cloud game client are used for receiving and sending data and presenting game pictures, for example, the cloud game client can be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like, which is close to a user side; the terminal device for processing game data is a cloud game server in the cloud. When playing a game, a player operates the cloud game client to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as a game scene and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game scene.
In the display control method of the game of the present disclosure, the gesture of the game camera may be broken down into 6 degrees of freedom of the spatial position of the game camera, pcamera (x, y, z), camera orientation (yaw, pitch, roll). The spatial position of the game camera refers to coordinates of the game camera in the game map, the camera orientation refers to a rotation angle of the game camera when the game camera rotates above the game camera by taking the game camera as a circle center, a rotation angle of the game camera when the game camera rotates right is pitch, and a rotation angle of the game camera in a direction in which the game camera faces is roll. Typically, the game camera does not rotate in the direction in which the game camera faces, roll being 0. The spatial position of the game camera may be extended to a gaze position and a gaze distance for a rotation operation of the player, and the game camera may be rotated with the gaze position as a rotation center, the gaze distance including a distance from the game camera to the gaze position.
In order to make the technical solution of the present disclosure clearer, each step of the display control method of the game will be described next.
In step S110, a target orientation of the game camera is calculated in response to a viewing angle adjustment operation of the player on the terminal.
In an exemplary embodiment of the present disclosure, the terminal may include a display area, and the viewing angle adjustment operation of the player on the terminal may be an operation of the player on the display area. The visual angle adjustment operation may be a trigger operation of the player on the display area, where the trigger operation includes a touch trigger operation or a non-touch trigger operation, where the non-touch trigger operation may be a hover touch operation, and hover touch is a technology that may utilize capacitive touch sensing or detect that an operation medium is operated in front of a screen of the touch terminal through a sensor (e.g., a photosensitive sensor or an ultrasonic sensor) carried in the touch terminal. Of course, the non-contact triggering operation may be other non-contact operation, so that the player can realize the interaction function with the terminal device without contacting the terminal device, and the non-contact operation mode is not particularly limited in the disclosure. The operation medium for triggering the operation may be a finger of a player, a stylus, or the like, and the present disclosure is not particularly limited thereto.
In an exemplary embodiment of the present disclosure, the viewing angle adjustment operation of the player includes an operation of the game camera by the player, in particular, the viewing angle adjustment operation includes rotation information generated by the player's camera orientation to the game camera, and the rotation information includes an orientation change caused by the viewing angle adjustment operation to the rotation of the game camera.
In an exemplary embodiment of the present disclosure, calculating a target orientation of a game camera according to a viewing angle adjustment operation includes: and acquiring the orientation change of the game camera according to the visual angle adjustment operation, acquiring the camera orientation of the game scene of the last frame in the game, and determining the target orientation according to the orientation change and the camera orientation of the last frame.
Specifically, the target orientation of the game camera may be determined by adding the orientation change to the camera orientation of the previous frame. For example, the camera orientation of the previous frame may be (yaw, pitch, roll), and the target orientation of the game camera is (yaw+yaw_delta, pitch+pitch_delta, roll) since the change in orientation of the game camera due to player operation is, respectively, an increase in the camera orientation of the game camera by yaw_delta in the yaw direction, a decrease in pitch_delta in the pitch direction, and a constant change in the roll direction.
In step S120, a rotation matrix of the game camera is calculated from the target orientation.
In an exemplary embodiment of the present disclosure, a rotation matrix of a game camera may be calculated from a target orientation, the rotation matrix of the game camera may be calculated by an active rotation matrix in right-hand cartesian coordinates, and the active rotation matrix in right-hand cartesian coordinates may be expressed as formula (1) according to "z-y-x" euler angles, the formula (1) being as follows:
M(α,β,γ)=R z (α)R y (β)R x (γ) (1)
Performing the multiplication operation may generate equation (2):
where M (α, β, γ) represents an active rotation matrix, α, β, γ represents three euler angles, respectively, in embodiments of the present disclosure, β may represent yaw+yaw_delta of a target orientation of a game camera, γ may represent pitch+pitch_delta of the target orientation of the game camera, and α may represent roll of the target orientation of the game camera. Of course, the rotation matrix of the game camera may also be calculated by other methods, which are not specifically limited by the present disclosure.
In step S130, the gaze location of the game camera is determined from the current location and current skill of the target game object.
In an exemplary embodiment of the present disclosure, the target game object includes a game character corresponding to the player in the current game. The method comprises the steps of obtaining the current position and the current skill of a target game object, wherein the current position of the target game object comprises the position of the target game object in a game scene at the current moment, and the current skill comprises the game skill of the target game object in a game at the current moment.
Determining a gaze location of the game camera based on the current location and the current skill may include: determining an influence area of the current skill according to the current position and the current skill, and acquiring one or more target game objects in the influence area; the gaze position of the game camera is determined from the object positions of the respective target game objects.
The current position of the target game object may be a position of a game character set according to a preset rule, and the preset rule may be to set different preset positions for different game characters according to different game characters, specifically, the preset positions may be bound to a game character skeleton when a game character model is made in designing a game, and adjusted according to different game character types or functions. For example, for an oversized game character, the current position may be set at the waist of the game character, so as to sufficiently highlight the sense of compression of the oversized character, or may be set at the top of the head of the game character, which is not particularly limited in the present disclosure.
In addition, the influence area of the current skill can be determined according to the influence range of the current skill and the current position, and the current position can be specifically used as a center to extend according to the influence range, so that the influence area of the current skill is finally obtained. After the impact area is determined, one or more game objects in the game scene that are within the impact area, which may be game characters, game props, or other game objects, are acquired, as this disclosure is not limited in detail.
In an exemplary embodiment of the present disclosure, fig. 2 shows a schematic flow chart of determining a gaze location, and as shown in fig. 2, the flow includes at least steps S210 to S230, which are described in detail as follows:
in step S210, it is determined whether the current game scene belongs to a battle scene.
In an exemplary embodiment of the present disclosure, a combat scene includes a scene in which there are combat among game characters in a game scene, a practice skill, and the like.
In step S220, if the current game scene belongs to a combat scene, a minimum circumcircle corresponding to each object position is determined according to each object position, and the center of the minimum circumcircle is taken as the gazing position.
In an exemplary embodiment of the present disclosure, the process of determining the minimum circumscribed circle corresponding to each object position according to each object position may be the following specific steps:
step one, forming a position point set according to the current position and coordinate points in a game scene where the positions of all objects are located.
Step two, the obtained position points are concentrated at the points with maximum and minimum coordinates in the X-axis and Y-axis directions, for example, the points with maximum and minimum coordinates in the X-axis and Y-axis directions can be P xmax ,P xmin ,P ymax ,P ymin
Step three, a pair of points P with the longer distance between the maximum and minimum coordinates is obtained 0 、P 1 Will P 0 、P 1 The line segment formed is taken as the diameter R 1 And the position points are removed in a concentrated way and positioned by the diameter R 1 The location points within the circle that is formed. Wherein the center of the diameter R1 is taken as the circle center O 1
Step four, updating a position point set, and obtaining the distance from the center O of a circle in the position point set 1 The furthest point P 2 Obtain the P 0 、P 1 、P 2 Forming an external circle.
Wherein if P is 0 、P 1 、P 2 The triangle is an obtuse triangle, so that the opposite side P of the obtuse angle a 、P b Determining an circumscribed circle as a diameter; if from P 0 、P 1 、P 2 If the triangle is not an obtuse triangle, calculating the perpendicular bisectors of any two sides, wherein the intersection point is the center of a circumscribing circle, and the distance from the center of the circle to any vertex of the triangle is the radius of the circumscribing circle.
Fifthly, eliminating position points in the circumscribed circle in the position point set, updating the position point set, and obtaining a point P with the farthest distance between the updated position point set and the center of the circumscribed circle in the position point set n
Step six, judging whether the updated position point set has position points or not, if the updated position point set does not have position points, indicating that the circumscribed circle in the step four is the minimum circumscribed circle; if the updated position point set has position points, recalculating the circumcircle according to the updated position point set until the minimum circumcircle is obtained.
Wherein P is calculated 0 、P 1 、P 2 、P n The minimum circumcircle of four points can sequentially exclude P 0 、P 1 、P 2 Calculating the circumscribed circle of the remaining three points, checking whether the excluded points are in the circumscribed circle, and repeating the fifth step if the excluded points are in the circumscribed circle.
In step S230, if the current game scene does not belong to the battle scene, a gravity center point corresponding to each object position is determined from each object position, and the position where the gravity center point is located is taken as the gazing position.
In an exemplary embodiment of the present disclosure, the position coordinates of each object position are acquired, and then the coordinates in each direction of each object position are averaged, and the average of the coordinates in each direction is taken as the center point coordinate.
For example, assume that there are n object positions, each of which is P 1 、P 2 、P 3 ...P n Then, the position coordinates of the center of gravity point are as shown in formula (3):
wherein P is center And the position coordinates of the center of gravity point are represented.
In an exemplary embodiment of the present disclosure, after determining the gaze location, a maximum distance of the game object to the gaze location is determined from the object location and the gaze location. Specifically, the distances between the object positions and the gaze positions are calculated according to the position coordinates of the object positions and the position coordinates of the gaze positions, respectively, and the largest distance among the distances between the object positions and the gaze positions is obtained as the maximum distance between the game object and the gaze positions.
In step S140, an idle area included in the display interface of the terminal is calculated, and a gaze distance of the game camera is calculated from the idle area.
In an exemplary embodiment of the present disclosure, a display interface of a terminal and a control position on the display interface are acquired, and an idle area is calculated according to the display interface and the control position. The display interface of the terminal can comprise a graphical user interface, the control on the display interface can comprise a control graph which can be clicked by a player, an identification graph which plays a role in prompting a user, and all graphs on the display interface except for a game scene, and the control position comprises the position of the control on the display interface. Subtracting the control positions from all pixel positions in the display interface to obtain an idle region contained in the display interface.
In an exemplary embodiment of the present disclosure, the free area may be a polygonal area of any shape, and the free area may include an area center and a plurality of area vertices, for example, if the free area is rectangular, an area center and four area vertices, which is not particularly limited in the present disclosure.
In an exemplary embodiment of the present disclosure, fig. 3 shows a schematic flow chart of determining a gaze distance, and as shown in fig. 3, the flow includes at least steps S310 to S330, which are described in detail as follows:
In step S310, the camera position of the game camera is acquired, and the center vector and the center distance of the camera position to the center of the area are calculated.
In an exemplary embodiment of the present disclosure, the camera position of the game camera may be a position of the game camera in a camera space, the camera space may be centered on the game camera position, a direction in which the game camera faces is a Z-axis positive direction, a Y-axis positive direction above the game camera, and an X-axis positive direction to the right of the game camera.
In an exemplary embodiment of the present disclosure, the relative positions of the camera position and the display area of the game camera are set by the game system, and after the game system is set, the relative positions of the camera position and the display area of the game camera can be determined, which is not particularly limited in the present disclosure.
In step S320, a pyramid is formed from the camera position and the vertices of the area, and the minimum distance between the center of the area and the planes on the pyramid is calculated.
In an exemplary embodiment of the present disclosure, a pyramid plane equation of a formed pyramid may be calculated from a camera position and a plurality of region vertices through a plane equation, the pyramid including a plurality of planes, and distances from a region center to the plurality of planes on the pyramid may be calculated from the plane equation, respectively, to obtain a minimum distance between the region center and the plurality of planes on the pyramid.
For example, the camera space may be a cartesian coordinate system, the game camera is located at the origin, the vector from the game camera to the display area is in the positive z-axis direction, the vertical direction of the display area is upward in the positive y-axis direction, and the horizontal direction of the display area is rightward in the positive x-axis direction. In a gaming system, the distance of the game camera to the display area (i.e., the focal length of the game camera) and the size of the display area are known, and the locations of the plurality of area vertices of the display area in the display area may also be determined by way of manual labeling. For example, the display area is rectangular, and coordinates of four vertexes of the rectangular display area are respectively P r1 、P r2 、P r3 And P r4 The camera position of the game camera is the origin P cam
Since three points in space can define a plane, P r1 、P r2 、P cam The following are examples: from point P in pyramid r1 、P r2 And P cam The plane equation of the constructed plane may be equation (4), equation (4) as follows:
Ax+By+Cz+D=0 (4)
wherein d=0 because one point of the plane is the origin. The vector (A, B, C) is normal vector of vertical plane, and the vector (A, B, C) can be composed of vector P cam With Pr1 and P cam And P r2 And (5) cross multiplying. According to the method, P can be obtained in turn r2 、P r3 、P cam Plane of constitution, P r3 、P r4 、P cam Plane of formation and P r1 、P r4 、P cam Plane equations for the planes that are constructed.
After the plane equations of the four planes on the pyramid are obtained respectively, the distances between the center of the region and the multiple planes on the pyramid can be obtained through the point-to-plane distance calculation formula (5). The point-to-plane distance calculation formula assumes a three-dimensional regionThe coordinates of the domain center are (x 0 ,y 0 ,z 0 ) The plane equation of the plane on the pyramid is ax+by+cz+d=0, and then the distance from the center of the region to the plane on the pyramid is as shown in formula (5):
where d is the distance from the center of the region to the plane on the pyramid.
In step S330, a gaze distance is calculated from the center distance, the maximum distance, and the minimum distance.
In an exemplary embodiment of the present disclosure, a distance ratio is obtained by dividing a maximum distance by a minimum distance, and the distance ratio is multiplied by a center distance to obtain a gaze distance. Specifically, the gaze distance may be calculated according to equation (6), equation (6) as follows:
L=D center ×D max /D min (6)
wherein L is the fixation distance, D center For the center distance D max For maximum distance D min Is the minimum distance.
In step S150, a target spatial position of the game camera is determined according to the gaze distance, the rotation matrix, and the gaze position, and movement of the game camera is controlled according to the target spatial position and the target orientation.
In an exemplary embodiment of the present disclosure, the rotation matrix, a unit vector of a center vector, and a gaze distance may be multiplied to obtain an intermediate value, and the gaze position is subtracted from the intermediate value to obtain a target spatial position, where the center vector is a vector from a camera position of the game camera to a center of the region. Specifically, the target spatial position may be calculated according to the formula (7), the formula (7) being as follows:
P camera =P center –M cam ×V center ×L (7)
wherein P is camera For the target spatial position of the game camera, M cam For rotating matrix, V center Single as centre vectorA bit vector.
In exemplary embodiments of the present disclosure, after deriving the target spatial position and target orientation of the game camera, the game camera may be moved using simplified Bezier curve interpolation.
In particular, a simplified third-order Bezier curve interpolation may be used to interpolate a mobile game camera. The standard third-order Bezier curve is shown in formula (8):
P (t) =A(1-t) 3 +B×3(1-t) 2 t+C×3(1-t) 3 +D×t 3 (8)
where t is time, A, B, C, D is four control points, let a= (0, 0), b= (0, a), b= (0, 1), c= (0, B), c= (0, 1), d= (1, 1) for simplicity of calculation.
When a third-order bezier curve is used as interpolation, the x-axis represents the time progress, and the y-axis represents the approximation progress, taking the target spatial position of the game camera as an example:
Is arranged at T 0 At the moment, the target space position of the game camera is P 0 Is required to be at T 1 Moving the game camera to P at the moment 1 Position, then at any time T cur Then at T cur The calculation of the target spatial position of the instant game camera is shown in formula (9):
P cur =P 0 +(P 1 -P 0 )×y (9)
wherein at T cur The calculation of the approximation progress y of the moment is shown in the formula (10):
wherein at T cur The calculation of the time schedule x of the time is shown in the formula (11):
in practical application, P 1 Possibly a varying value, thenThe process of dynamically calculating the target space position of the game camera can be as follows:
suppose that the last frame game scene (T last Time of day) the target spatial position of the game camera is P last In the current frame game scene (i.e. T cur Time of day), the target spatial position P of the game camera cur Can be calculated from equation (12), equation (12) is as follows:
wherein y is last Representing T calculated by the above formula (10) last Approach progress of moment, y cur Representing T calculated by the above formula (10) cur The approach progress of the moment.
In exemplary embodiments of the present disclosure, after obtaining the target spatial position and target orientation of the game camera, the game camera may also be moved using interpolation based on exponential approximation.
Specifically, assuming that the stepping rate of the game camera is r e (0-1), the stepping rate can be adjusted according to the actual situation, which is not particularly limited in the present disclosure. The target space position of the game camera in the previous frame of game scene is P last Gaze position P 1 Then the target spatial position P of the current frame game scene cur Can be calculated according to equation (13), equation (13) is as follows:
P cur =P last +(P 1 -P last )×r (13)
those skilled in the art will appreciate that all or part of the steps implementing the above embodiments are implemented as a computer program executed by a CPU. When executed by a CPU, performs the functions defined by the above-described method provided by the present invention. The program may be stored in a computer readable storage medium, which may be a read-only memory, a magnetic disk or an optical disk, etc.
Furthermore, it should be noted that the above-described figures are merely illustrative of the processes involved in the method according to the exemplary embodiment of the present invention, and are not intended to be limiting. It will be readily appreciated that the processes shown in the above figures do not indicate or limit the temporal order of these processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, for example, among a plurality of modules.
The following describes embodiments of an apparatus of the present disclosure that may be used to implement the display control method of the game described above in the present disclosure. For details not disclosed in the embodiments of the apparatus of the present disclosure, please refer to the embodiments of the method for controlling display in a game described above in the present disclosure.
Fig. 4 schematically illustrates a block diagram of display control of a game according to one embodiment of the present disclosure.
Referring to fig. 4, a display control 400 of a game according to an embodiment of the present disclosure, the display control 400 of the game includes: a response operation module 401, a calculation rotation matrix module 402, a fixation position determination module 403, a fixation distance determination module 404, and a control camera movement module 405, in particular:
a response operation module 401 for calculating a target orientation of the game camera in response to a viewing angle adjustment operation of the player on the terminal;
a calculate rotation matrix module 402 for calculating a rotation matrix of the game camera based on the target orientation;
a determine gaze location module 403 for determining a gaze location of the game camera based on the current location and the current skill of the target game object;
a gazing distance determining module 404, configured to calculate an idle area included in a display interface of the terminal, and calculate a gazing distance of the game camera according to the idle area;
A control camera movement module 405 for determining a target spatial position of the game camera based on the gaze distance, the rotation matrix, and the gaze position, and controlling movement of the game camera based on the target spatial position and the target orientation.
In an exemplary embodiment of the present disclosure, the determine gaze location module 403 may also be configured to determine an area of influence of a current skill based on a current location and the current skill of a target game object, and obtain one or more game objects in the area of influence; the gaze position of the game camera is determined from the object position of the game object.
In an exemplary embodiment of the present disclosure, the determine gaze location module 403 may also be used to determine whether the current game scene belongs to a combat scene; if yes, determining a minimum circumscribing circle corresponding to the object position according to the object position, and taking the circle center of the minimum circumscribing circle as the gazing position; if not, the gravity center point corresponding to the object position is determined according to the object position, and the position where the gravity center point is located is taken as the fixation position.
In an exemplary embodiment of the present disclosure, the control camera movement module 405 may also be used to obtain a camera position of the game camera, calculate a center vector and a center distance of the camera position to the center of the area; forming a pyramid according to the camera position and the regional vertexes, and calculating the minimum distance between the regional center and a plurality of planes on the pyramid; the gaze distance is calculated from the center distance, the maximum distance, and the minimum distance.
The specific details of the display control of each game are described in detail in the display control method of the corresponding game, and thus are not described here again.
It should be noted that although in the above detailed description several modules or units of a device for performing are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
In an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
Those skilled in the art will appreciate that the various aspects of the invention may be implemented as a system, method, or program product. Accordingly, aspects of the invention may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system.
An electronic device 500 according to such an embodiment of the invention is described below with reference to fig. 5. The electronic device 500 shown in fig. 5 is merely an example, and should not be construed as limiting the functionality and scope of use of embodiments of the present invention.
As shown in fig. 5, the electronic device 500 is embodied in the form of a general purpose computing device. The components of electronic device 500 may include, but are not limited to: the at least one processing unit 510, the at least one memory unit 520, a bus 530 connecting the different system components (including the memory unit 520 and the processing unit 510), and a display unit 540.
Wherein the storage unit stores program code that is executable by the processing unit 510 such that the processing unit 510 performs steps according to various exemplary embodiments of the present invention described in the above section of the "exemplary method" of the present specification. For example, the processing unit 510 may perform step S110 as shown in fig. 1: calculating a target orientation of the game camera in response to a player's viewing angle adjustment operation on the terminal; step S120: calculating a rotation matrix of the game camera according to the target orientation; step S130: determining a gazing position of the game camera according to the current position and the current skill of the target game object; step S140: calculating an idle area contained in a display interface of the terminal, and calculating the gazing distance of the game camera according to the idle area; step S150: and determining the target space position of the game camera according to the gazing distance, the rotation matrix and the gazing position, and controlling the movement of the game camera according to the target space position and the target orientation.
The storage unit 520 may include readable media in the form of volatile storage units, such as Random Access Memory (RAM) 5201 and/or cache memory unit 5202, and may further include Read Only Memory (ROM) 5203.
The storage unit 520 may also include a program/utility 5204 having a set (at least one) of program modules 5205, such program modules 5205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment.
Bus 530 may be represented as one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
The electronic device 500 may also communicate with one or more external devices 700 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a viewer to interact with the electronic device 500, and/or any device (e.g., router, modem, etc.) that enables the electronic device 500 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 550. Also, electronic device 500 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet, through network adapter 560. As shown, network adapter 560 communicates with other modules of electronic device 500 over bus 530. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 500, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, including several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the embodiments of the present disclosure.
In an exemplary embodiment of the present disclosure, a computer-readable storage medium having stored thereon a program product capable of implementing the method described above in the present specification is also provided. In some possible embodiments, the various aspects of the invention may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the invention as described in the "exemplary methods" section of this specification, when said program product is run on the terminal device.
Referring to fig. 6, a program product 600 for implementing the above-described method according to an embodiment of the present invention is described, 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 thereto, and in this 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. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Furthermore, the above-described drawings are only schematic illustrations of processes included in the method according to the exemplary embodiment of the present application, and are not intended to be limiting. It will be readily appreciated that the processes shown in the above figures do not indicate or limit the temporal order of these processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, for example, among a plurality of modules.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (8)

1. A display control method of a game, comprising:
Calculating a target orientation of the game camera in response to a player's viewing angle adjustment operation on the terminal;
calculating a rotation matrix of the game camera according to the target orientation;
determining a gaze location of the game camera based on a current location and a current skill of a target game object;
acquiring a display interface of the terminal and a control position on the display interface, and calculating an idle area according to the display interface and the control position; the free area comprises an area center and a plurality of area vertexes;
acquiring a camera position of the game camera, and calculating a center vector and a center distance from the camera position to the center of the area;
forming a pyramid according to the camera position and the regional vertexes, and calculating the minimum distance between the regional center and a plurality of planes on the pyramid;
determining a maximum distance from the game object to the gaze location according to the object location of the game object and the gaze location;
calculating a gaze distance from the center distance, the maximum distance, and the minimum distance;
multiplying the rotation matrix, the unit vector of the center vector and the gazing distance to obtain an intermediate value, subtracting the gazing position from the intermediate value to obtain a target space position, wherein the center vector is a vector from the camera position of the game camera to the center of the area, and controlling the game camera to move according to the target space position and the target direction.
2. The display control method according to claim 1, wherein determining the gaze location of the game camera based on the current location and current skill of the target game object comprises:
determining an influence area of the current skill according to the current position of the target game object and the current skill, and acquiring one or more game objects in the influence area;
and determining the gazing position of the game camera according to the object position of the game object.
3. The display control method according to claim 2, wherein determining the gaze position of the game camera from the object position of the game object includes:
judging whether the current game scene belongs to a combat scene or not;
if yes, determining a minimum circumscribing circle corresponding to the object position according to the object position, and taking the circle center of the minimum circumscribing circle as the gazing position;
if not, determining a gravity center point corresponding to the object position according to the object position, and taking the position of the gravity center point as the gazing position.
4. The display control method according to claim 1, wherein calculating the gaze distance from the center distance, the maximum distance, and the minimum distance comprises:
Dividing the maximum distance by the minimum distance to obtain a distance ratio, and multiplying the distance ratio by the center distance to obtain the gaze distance.
5. The display control method according to claim 1, wherein calculating the target orientation of the game camera includes:
and determining the orientation change of the game camera according to the visual angle adjustment operation, acquiring the camera orientation of the last frame in the game scene, and calculating the target orientation according to the orientation change and the camera orientation of the last frame.
6. A display control apparatus, comprising:
the response operation module is used for responding to the visual angle adjustment operation of the player on the terminal and calculating the target orientation of the game camera;
a rotation matrix calculating module for calculating a rotation matrix of the game camera according to the target orientation;
a gazing position determining module for determining a gazing position of the game camera according to a current position and a current skill of the target game object;
the gazing distance determining module is used for acquiring a display interface of the terminal and a control position on the display interface, and calculating an idle area according to the display interface and the control position; the free area comprises an area center and a plurality of area vertexes; acquiring a camera position of the game camera, and calculating a center vector and a center distance from the camera position to the center of the area; forming a pyramid according to the camera position and the regional vertexes, and calculating the minimum distance between the regional center and a plurality of planes on the pyramid; determining a maximum distance from the game object to the gaze location according to the object location of the game object and the gaze location; calculating a gaze distance from the center distance, the maximum distance, and the minimum distance;
And the control camera moving module is used for multiplying the rotation matrix, the unit vector of the center vector and the gazing distance to obtain an intermediate value, subtracting the gazing position from the intermediate value to obtain a target space position, wherein the center vector is a vector from the camera position of the game camera to the center of the area, and controlling the movement of the game camera according to the target space position and the target orientation.
7. A computer-readable storage medium having stored thereon a computer program, wherein the program when executed by a processor implements the display control method according to any one of claims 1 to 5.
8. An electronic device, comprising:
one or more processors;
storage means for storing one or more programs that when executed by the one or more processors cause the one or more processors to implement the display control method of any of claims 1 to 5.
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