CN112843710A - Shooting method, shooting device, electronic equipment and storage medium - Google Patents

Shooting method, shooting device, electronic equipment and storage medium Download PDF

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Publication number
CN112843710A
CN112843710A CN202011619249.2A CN202011619249A CN112843710A CN 112843710 A CN112843710 A CN 112843710A CN 202011619249 A CN202011619249 A CN 202011619249A CN 112843710 A CN112843710 A CN 112843710A
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China
Prior art keywords
skill
state
current
detected
target
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CN202011619249.2A
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Chinese (zh)
Inventor
胡婷婷
赵男
包炎
刘超
施一东
李鑫培
师锐
董一夫
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Shanghai Mihoyo Tianming Technology Co Ltd
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Shanghai Mihoyo Tianming Technology Co Ltd
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Priority to CN202011619249.2A priority Critical patent/CN112843710A/en
Publication of CN112843710A publication Critical patent/CN112843710A/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
    • A63F13/50Controlling 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N23/00Cameras or camera modules comprising electronic image sensors; Control thereof
    • H04N23/60Control of cameras or camera modules
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The embodiment of the invention discloses a shooting method, a shooting device, electronic equipment and a storage medium. The shooting method comprises the following steps: when at least one skill body is detected to be released, detecting the current skill state of the skill body; and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state. According to the technical scheme of the embodiment of the invention, the target skill state of the detected skill body is used as the condition for triggering shooting, so that at least one target object is shot in time when the detected skill body is released and is in the target skill state, automatic shooting of each object in a game scene is realized, and meanwhile, the shooting is triggered in time at a key opportunity, so that the experience of a user is greatly improved.

Description

Shooting method, shooting device, electronic equipment and storage medium
Technical Field
The embodiment of the invention relates to the technical field of computers, in particular to a shooting method, a shooting device, electronic equipment and a storage medium.
Background
At present, the game screenshot is usually realized by manual operation of a player. In this manual screenshot mode, because the screenshot operation of the player is not in time or the screenshot is forgotten, various key pictures cannot be obtained in time, for example, special effect pictures that release skills when the player fights with the BOSS, and the like, so that the player is difficult to obtain a flash-to-die picture in the game. Meanwhile, the manual screenshot may also cause inaccurate screenshot opportunity and miss a proper game picture due to network delay of player equipment or machine stutter. Therefore, the prior art has the problems that the game picture cannot be automatically shot in a proper time, the accuracy of the picture capturing time cannot be ensured, and the picture capturing time is delayed to cause inaccuracy of the obtained picture.
Disclosure of Invention
The embodiment of the invention provides a shooting method, a shooting device, electronic equipment and a storage medium, and aims to solve the problems that various objects in a game picture cannot be automatically shot in the prior art and the shot picture accuracy is low.
In a first aspect, an embodiment of the present invention provides a shooting method, where the method includes:
detecting a current skill state of at least one skill body when the release of the skill body is detected;
and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state.
In a second aspect, an embodiment of the present invention further provides a shooting apparatus, where the shooting apparatus includes:
the detection module is used for detecting the current skill state of the skill body when the release of at least one skill body is detected;
and the shooting module is used for triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state.
In a third aspect, an embodiment of the present invention further provides an electronic device, where the electronic device includes:
one or more processors;
a storage device for storing one or more programs,
when the one or more programs are executed by the one or more processors, the one or more processors are caused to implement the photographing method according to any embodiment of the present invention.
In a fourth aspect, the embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the shooting method provided in any of the embodiments of the present invention.
The embodiment of the invention has the following advantages or beneficial effects:
when at least one skill body is detected to be released, detecting the current skill state of the skill body; and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state. According to the technical scheme of the embodiment of the invention, the target skill state of the detected skill body is used as the condition for triggering shooting, so that at least one target object is shot in time when the detected skill body is released and is in the target skill state, automatic shooting of each object in a game scene is realized, and meanwhile, the shooting is triggered in time at a key opportunity, so that the experience of a user is greatly improved.
Drawings
In order to more clearly illustrate the technical solutions of the exemplary embodiments of the present invention, a brief description is given below of the drawings used in describing the embodiments. It should be clear that the described figures are only views of some of the embodiments of the invention to be described, not all, and that for a person skilled in the art, other figures can be derived from these figures without inventive effort.
Fig. 1 is a schematic flowchart of a shooting method according to an embodiment of the present invention;
fig. 2 is a schematic flowchart of a shooting method according to a second embodiment of the present invention;
fig. 3 is a schematic flowchart of a shooting method according to a third embodiment of the present invention;
fig. 4 is a schematic flowchart of a shooting method according to a fourth embodiment of the present invention;
FIG. 5 is a schematic view of a crash box according to a fourth embodiment of the present invention;
FIG. 6 is a schematic view of a crash box with a contact point according to a fourth embodiment of the present invention;
FIG. 7 is a schematic view of a crash box with a contact surface according to a fourth embodiment of the present invention;
FIG. 8 is a schematic view of a crash box with overlapping spaces according to a fourth embodiment of the present invention;
fig. 9 is a schematic flowchart of a photographing method according to a fifth embodiment of the present invention;
fig. 10 is a schematic structural diagram of a photographing apparatus according to a sixth embodiment of the present invention;
fig. 11 is a schematic structural diagram of an electronic device according to a seventh embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a schematic flow diagram of a shooting method according to an embodiment of the present invention, where the present embodiment is applicable to a situation in which two or more target objects in a multimedia resource are shot, and is particularly applicable to a situation in which a game scene is shot in real time, for example, shooting of each object is triggered according to a target skill state of a skill in the game scene, and the method may be executed by a shooting device, where the device may be implemented by hardware and/or software, and the method specifically includes the following steps:
and S110, when the fact that at least one skill body is released is detected, detecting the current skill state of the skill body.
Wherein the skill body may be the subject of the skill released by the target object. Exemplary, monad released in the spirit subjects of the skill of the orbital determination. It should be noted that the skill body in the present embodiment may be the subject of the skill actively released by the target skill; or may be the subject of the skill of passive release.
The target object may be a reference object among various objects included in the current game scene, including but not limited to a Player manipulation Character, a BOSS, a game Non-Player Character (NPC), and a scene building. It is noted that player-manipulated characters include, but are not limited to, characters and animals; scene buildings include, but are not limited to, natural scenes such as mountains, sky, grass, etc., and real buildings such as churches, arenas, etc.
In one embodiment, the target object is a player control character or a BOSS of a player belonging to the current game scene, and when at least one skill body of the player control character or the BOSS is released, the current skill state of the skill body is detected. In another embodiment, the target object may be determined based on the scene type of the current game scene and/or attribute information of the object.
The scene type of the current game scene may be an interactive scene, a battle scene, or a scenery scene. Different scene types are provided with corresponding target objects. Illustratively, the target object corresponding to the battle scene is a player control character or BOSS of the target player. The attribute information of the object includes, but is not limited to, object type, such as BOSS or a parietal monster, etc. Illustratively, an object with an object type of BOSS is taken as the target object.
In this embodiment, the current skill state of the skill body may be understood as the current release state of the skill. The current skill state of a skill body includes, but is not limited to, the length of time the skill body is released, whether the skill body is released alone, and whether the skill body has contacted other target objects or other skill bodies. For example, the release time of the skill body may be 50ms released or 100ms released, etc.
Considering that most target objects can release a plurality of skill bodies, the corresponding special effect attributes of each skill body are different, and the special effect attributes include but are not limited to a special effect action range, a special effect duration, a special effect gorgeous degree or a special effect rarity degree. And the skill filling time corresponding to each skill body is different, wherein the skill filling time refers to the time when the skill body can be released next time after being released once. Illustratively, the skill filling time of the small skill body is 0, namely the small skill body can be released randomly; the large skill body and the passive skill body need cooling for a reduced time after being released once or the skill can be charged before being released again. For the skill body with short skill filling time, small special effect action range, short special effect duration, low special effect gorgeous degree or low special effect rarity, the appreciation degree is low, and the possibility that a player wants to store the shooting picture of the part of the skill body is low. Therefore, the preset skill body can be preset to detect the current skill state of only part of the skill bodies.
Optionally, the detecting the current skill state of the skill body includes: and if the skill body is a preset skill body, detecting the current skill state of the skill body.
Wherein the preset skill body may be determined based on the special effect attribute and the skill filling time of the skill body. Illustratively, the preset skill body is determined to satisfy at least one of the following based on the special effect attribute and the skill filling time of the skill body: determining the skill body with the special effect range reaching a preset range threshold value as a preset skill body; determining the skill body with the special effect duration reaching a preset duration threshold as a preset skill body; determining the skill body with the special effect gorgeous degree reaching a preset degree threshold value as a preset skill body; determining a skill body with the special effect rarity reaching a preset rarity threshold value as a preset skill body; and determining the skill body with the skill filling time reaching the preset filling time threshold value as the preset skill body.
In one embodiment, a corresponding skill body identifier may be set for the skill body, and if the currently detected skill body identifier of the released skill body matches the skill body identifier of the preset skill body, the skill body is the preset skill body, and the current skill state of the skill body is detected. In another embodiment, whether the skill body is a preset skill body may also be determined according to the level of the currently released skill body. Specifically, if the level of the currently released skill reaches the level threshold of the preset skill, the skill is the preset skill, and the current skill state of the skill is detected.
In these embodiments, if the currently detected released skill body is the preset skill body, the current skill state of the skill body is detected, so that the current state of the skill body is detected when the preset skill body is released, detection of current skill state machines of all the skill bodies is avoided, the memory operation occupancy rate is reduced, meanwhile, automatic shooting when the cool skill body is released is realized, and the experience of the user is greatly improved.
And S120, if the current skill state of the skill body is detected to be the target skill state, triggering the shooting of at least one target object.
Wherein the target skill state may be that the skill body is released for a specified length of time, or that there is another skill body released when the skill body is released, or that the skill body contacts another target object or another skill body. When the current skill state of the skill body is detected to be the target skill state, triggering an operation of shooting at least one target object, wherein the operation includes at least one of the following:
triggering to shoot only the target object releasing the currently detected skill body; triggering to shoot the target object releasing the currently detected skill body and the target object pointed by the skill body; triggering to shoot the target object releasing the currently detected skill body and the target object of which the distance from the target object releasing the currently detected skill body is smaller than a preset distance threshold; triggering to shoot the target object releasing the currently detected skill body and the target object of which the orientation angle difference value with the target object releasing the currently detected skill body is smaller than a preset angle difference threshold value; triggering to shoot the target object releasing the currently detected skill body and the target object located in the set area or the set position; triggering to shoot the target object releasing the currently detected skill body and the target object with the largest volume; and triggering to shoot the target object releasing the currently detected skill body and the target object positioned in the special effect range of the skill body.
It should be noted that the preset distance threshold and the preset angle difference threshold may be determined according to the attribute information of the target object releasing the currently detected skill, and specific values of the preset distance threshold and the preset angle difference threshold are not limited in the present application. Further, the difference in the orientation angle between the target objects may be a difference in the orientation angle of a part such as a face, a hand, or a foot of the target object.
According to the technical scheme of the embodiment, when at least one skill body is detected to be released, the current skill state of the skill body is detected; and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state. According to the technical scheme of the embodiment of the invention, the target skill state of the detected skill body is used as the condition for triggering shooting, so that at least one target object is shot in time when the detected skill body is released and is in the target skill state, automatic shooting of each object in a game scene is realized, and meanwhile, the shooting is triggered in time at a key opportunity, so that the experience of a user is greatly improved.
Example two
Fig. 2 is a schematic flow chart of a shooting method according to a second embodiment of the present invention, where the present embodiment optionally detects the current skill state of the skill body based on the foregoing embodiments, and includes: and determining the current skill state of the skill body based on the preset skill time information of the skill body. Wherein explanations of the same or corresponding terms as those of the above embodiments are omitted.
Referring to fig. 2, the photographing method provided by the present embodiment includes the steps of:
and S210, when the release of at least one skill body is detected, determining the current skill state of the skill body based on the preset skill time information of the skill body.
The preset skill time information may be information of each time point from the release start of the skill body to the release end of the skill body in the process that the preset skill body is released. In one embodiment, the preset skill time information of the skill body may be determined with a time when the skill body starts to be released as a reference time. For example, the starting time when the skill body is released is 0 minutes 0 seconds, and the time when the skill body is released is 0 minutes 5 seconds.
In one embodiment, the preset skill time information may be information at each time point from the release of the skill body to the time point when the special effect is the highest in the gorgeous degree. For example, the time point when the skill body is released to the highest special effect gorgeous degree is 0 min 3 s.
Specifically, the preset skill time information of the skill body may be understood as a time axis of the skill body, and the current release time length of the skill body may be determined based on the preset skill time information of the skill body, so as to obtain the current skill state of the skill body.
Optionally, the preset skill time information includes preset skill countdown information or release duration information; determining the current skill state of the skill body based on the preset skill time information of the skill body, wherein the step comprises the following steps: if the timing is judged to be finished based on the preset skill countdown information of the skill body, determining that the current skill state of the detected skill body is the target skill state; or, if the release duration information of the skill body reaches the preset skill duration, determining that the current skill state of the detected skill body is the target skill state.
The preset skill countdown information may be understood as information of each time point from the beginning of releasing the skill body to the end of releasing the skill body recorded in a countdown manner. For example, the time point information of the start of release of the skill body is 5 seconds, and the time point of the completion of release of the skill body is 0 second. Or, the preset skill countdown information may also be information of each time point from the release of the skill body to the time when the special effect is the highest in the gorgeous degree in a countdown manner. For example, the time point information when the skill body is released is 5 seconds, and the time point information when the skill body is released until the special effect is the highest in the degree of gorgeous is 0 second.
Specifically, when the time counting is judged to be finished based on the preset skill countdown information of the skill body, that is, when the time counting is finished when the time point information released by the skill body is 0 second, it is determined that the current skill state of the detected skill body is the target skill state.
The release duration information may be understood as a length of time that the skill body is released, for example, the skill body releases for 2 s. The preset skill duration can be a preset time length corresponding to the special effect with the highest gorgeous degree of the skill body, and can also be a preset time length corresponding to the completion of the release of the skill body. Specifically, if the release duration information of the skill body reaches the preset skill duration, it is determined that the current skill state detected for the skill body is the target skill state.
In this embodiment, if the timing is determined to be finished based on the preset skill countdown information of the skill body, or the release duration information of the skill body reaches the preset skill duration, it is determined that the current skill state of the detected skill body is the target skill state, the shooting of at least one target object is triggered, and the shooting of the target object is triggered based on the release duration of the skill body, so that the automatic shooting of each object in the game scene is realized, and the experience of the user is greatly improved.
And S220, if the current skill state of the skill body is detected to be the target skill state, triggering the shooting of at least one target object.
According to the technical scheme, the current skill state of the skill body is determined based on the preset skill time information of the skill body, when the current skill state of the skill body is detected to be the target skill state, shooting of at least one target object is triggered, the skill time of the skill body is used as a shooting triggering condition, shooting is triggered timely at the wonderful moment of the skill special effect, and the experience of a user is greatly improved.
EXAMPLE III
Fig. 3 is a schematic flow chart of a shooting method according to a third embodiment of the present invention, where the present embodiment optionally detects the current skill state of the skill body based on the foregoing embodiments, and includes: determining that the current skill state of the detected skill body is the target skill state if at least one trigger object appears within a preset skill area of the skill body. Wherein explanations of the same or corresponding terms as those of the above embodiments are omitted.
Referring to fig. 3, the photographing method provided by the present embodiment includes the steps of:
and S310, when the release of at least one skill body is detected, if at least one trigger object appears in a preset skill area of the skill body, determining that the current skill state of the detected skill body is the target skill state.
The preset skill area can be determined based on at least one of the special effect action range of the skill body, the attack range, the scene type of the current game scene and the attribute information of the target object releasing the skill body.
It should be noted that the effect range of the special effect of the skill body may be a unidirectional effect range, that is, the special effect is only displayed in a set area in a certain set direction, for example, the special effect of the skill body is a linear flame and is emitted forward. The scope Of the specific action Of the skill body may be an Area Of Effect (AOE) specific action. For example, the preset skill area may be a circular area or a spherical area with the skill body as the center and including the special effect action range of the skill body; alternatively, the rectangular region is a region having the skill body as a vertex and including the specific action range of the skill body. The shape of the preset skill area is not limited in the present application.
The attack range of the skill body can be a one-way attack distance, namely the skill body can only attack the target in the specified direction, and can also be an AOE attack range. For example, the preset skill area may be equal to the attack range, or may be equal to the attack range plus a preset adjustment range.
In an embodiment, the game scenes of various scene types have preset corresponding preset skill areas, the scene type of the current game scene can be determined, and the corresponding preset skill area is determined based on the scene type.
The attribute information of the target object includes, but is not limited to, volume information. The preset skill area may be an area centered on the target object for releasing the skill body and having a weighted range of the volume range of the target object and the preset adjustment range as an area range.
It should be noted that the trigger object in this embodiment may be at least one of the following: a target object to which a skill body points; target objects located within the scope of the skill body attack; a target object that can trigger a battle with a target object that releases a skill; and other skill bodies which are not more than the preset distance threshold value away from the skill body.
In this embodiment, the occurrence of at least one trigger object within the preset skill area of the skill body includes at least one of the following: if any part of the trigger object body is located in the preset skill area, determining that at least one trigger object, such as parts of hands, wings or weapons, appears in the preset skill area of the skill body; if the designated part or all parts of the trigger object main body are located in the preset skill area, determining that at least one trigger object, such as the part where the head or the center of gravity is located, appears in the preset skill area of the skill body; if the trigger object has displacement in the preset skill area, determining that at least one trigger object appears in the preset skill area of the skill body; and the triggering object releases the skill body in the preset skill area, and then at least one triggering object is determined to appear in the preset skill area of the skill body.
And S320, if the current skill state of the skill body is detected to be the target skill state, triggering the shooting of at least one target object.
According to the technical scheme of the embodiment, if at least one trigger object appears in the preset skill area of the skill body, the current skill state of the detected skill body is determined as the target skill state, shooting of the at least one target object is triggered, the trigger object appearing in the preset skill area of the skill body serves as a condition for triggering shooting, the trigger object appearing in the preset skill area serves as shooting opportunity, timely and automatic shooting triggering at key opportunity is achieved, and therefore experience of a user is greatly improved.
Example four
Fig. 4 is a schematic flow chart of a shooting method according to a fourth embodiment of the present invention, where the present embodiment optionally detects the current skill state of the skill body on the basis of the foregoing embodiments, and includes: determining that the current skill state of the skill body is detected as the target skill state if the collision box of the skill body collides with the collision box of the at least one target object. Wherein explanations of the same or corresponding terms as those of the above embodiments are omitted.
Referring to fig. 4, the photographing method provided by the present embodiment includes the steps of:
and S410, when the release of the at least one skill body is detected, if the collision box of the skill body collides with the collision box of the at least one target object, determining that the current skill state of the detected skill body is the target skill state.
A collision box is understood to be a three-dimensional structure that surrounds the target object or the technical body. The crash box may be a sphere, a regular hexahedron, a cylinder, or the like. Specifically, when creating the collision box of the target object or the skill body, a bounding box enclosing the target object or the skill body may be created with the center of the target object or the skill body as a center point and the vertices of the target object or the skill body as boundary points. The size of the crash box may be equal to the size of the space just enclosing the target object or the skill set, and may be slightly larger than the size of the space enclosing the target object or the skill set. Illustratively, as shown in fig. 5, the crash boxes of the skill body and the target object are respectively shown, the left figure is the crash box of the skill body, and the right figure is the crash box of the target object.
Specifically, the collision box of the skill body collides with the collision box of at least one target object, and the collision box of the skill body comprises at least one of the following components:
if the collision box of the skill body and the collision box of the at least one target object have contact points, the collision box of the skill body collides with the collision box of the at least one target object; if the collision box of the skill body and the collision box of the at least one target object have contact surfaces, the collision box of the skill body collides with the collision box of the at least one target object; if the crash box of the technical body and the crash box of the at least one target object have an overlapping space, the crash box of the technical body collides with the crash box of the at least one target object. For example, the crash box of the skill body and the crash box of the at least one target object have a contact point as shown in fig. 6, a contact surface as shown in fig. 7, and an overlapping space as shown in fig. 8. The present embodiment is not limited to the direction of collision, and a collision in any direction can be regarded as a collision.
In this embodiment, if a collision box of a skill body collides with a collision box of at least one target object, it is determined that the current skill state of the skill body is detected as the target skill state.
It should be noted that, in another embodiment, it may be determined that the current skill state of the skill body is detected as the target skill state when the collision box of the skill body collides with the collision box of the skill body released by another target object.
And S420, if the current skill state of the skill body is detected to be the target skill state, triggering the shooting of at least one target object.
According to the technical scheme of the embodiment, when the collision box of the skill body collides with the collision box of at least one target object, the current skill state of the skill body is determined to be detected as the target skill state, shooting of the at least one target object is triggered, and shooting is triggered by the collision of the collision box of the skill body, so that the collision of the collision box of the skill body is used as shooting opportunity, and shooting is triggered timely and automatically at the moment of fierce combat or the moment of trigger combat, so that the experience of a user is greatly improved.
EXAMPLE five
Fig. 9 is a schematic flow chart of a shooting method provided in the fifth embodiment of the present invention, where the present embodiment optionally detects the current skill state of the skill body on the basis of the foregoing embodiments, and includes: and if third party skill trigger information corresponding to a third party object is detected, determining that the current skill state of the detected skill body is a target skill state, wherein the third party object comprises trigger objects except the skill body and a release object for releasing the skill body. Wherein explanations of the same or corresponding terms as those of the above embodiments are omitted.
Referring to fig. 9, the photographing method provided by the present embodiment includes the steps of:
s910, when at least one skill body is detected to be released, if third party skill trigger information corresponding to a third party object is detected, determining that the current skill state of the detected skill body is the target skill state.
Wherein the third party object comprises a trigger object other than the skill body and the release object that releases the skill body.
In this embodiment, the third party object may include, but is not limited to, at least one of the following: a target object to which a skill body points; target objects located within the scope of the skill body attack; a target object that can trigger a battle with a target object that releases a skill; a target subject with the highest blood volume, the highest volume or the highest rarity; other skill bodies with the distance from the skill body not exceeding a preset distance threshold; and other skill bodies with the attack direction opposite to the attack direction of the skill body.
The third party skill trigger information in this embodiment may be understood as the skill information or state information passively activated by the third party object. For example, the skill information may be passive skill information; the state information may be information of gain buff, or information of increase of anger value, or information of increase of energy value.
For example, when a player operates a character to combat a BOSS, the BOSS may release passive skills, or generate a gain buff, or increase anger value during the process of releasing the skill set by the player operating the character; or the BOSS releases the skill body, the energy value of the player's action character may also be increased. At this time, the target object in the current game scene may be photographed.
Specifically, in this embodiment, when it is detected that the target object releases the skill body, if third-party skill trigger information corresponding to the third-party object is further detected, it is determined that the current skill state of the detected skill body is the target skill state.
And S920, if the current skill state of the skill body is detected to be the target skill state, triggering the shooting of at least one target object.
According to the technical scheme of the embodiment, if third party skill trigger information corresponding to the third party object is detected, the current skill state of the detected skill body is determined to be the target skill state, shooting of at least one target object is triggered, and the third party skill trigger information is used as a shooting triggering condition, so that the passive activation opportunity of the third party object is used as shooting opportunity, timely and automatic shooting triggering at the moment of battle interaction is achieved, and the experience of a user is greatly improved.
EXAMPLE six
Fig. 10 is a schematic structural diagram of a shooting device according to a sixth embodiment of the present invention, which is applicable to shooting two or more target objects in multimedia resources, and is particularly applicable to shooting a game scene in real time, for example, shooting of each object is triggered according to a target skill state of a skill in the game scene, where the shooting device specifically includes: a detection module 1010 and a photographing module 1020.
A detection module 1010, configured to detect a current skill state of the skill body when it is detected that at least one skill body is released;
a shooting module 1020, configured to trigger shooting of at least one target object if it is detected that the current skill state of the skill body is the target skill state.
In the embodiment, when the detection module detects that at least one skill body is released, the detection module detects the current skill state of the skill body; and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state based on the shooting module. According to the technical scheme of the embodiment of the invention, the target skill state of the detected skill body is used as the condition for triggering shooting, so that at least one target object is shot in time when the detected skill body is released and is in the target skill state, automatic shooting of each object in a game scene is realized, and meanwhile, the shooting is triggered in time at a key opportunity, so that the experience of a user is greatly improved.
Optionally, the detecting module 1010 includes a first detecting unit, configured to detect a current skill state of the skill body when the skill body is a preset skill body.
Optionally, the detection module 1010 includes a second detection unit, configured to determine the current skill state of the skill body based on preset skill time information of the skill body.
Optionally, the preset skill time information includes preset skill countdown information or release duration information; correspondingly, the detection module 1010 includes a third detection unit, configured to determine that the current skill state of the skill body is detected as the target skill state when the timing is determined to be ended based on the preset skill countdown information of the skill body; or when the release duration information of the skill body reaches the preset skill duration, determining that the current skill state of the detected skill body is the target skill state.
Optionally, the detection module 1010 includes a fourth detection unit, configured to determine that the current skill state of the skill body is detected as the target skill state when at least one trigger object appears in the preset skill area of the skill body.
Optionally, the detection module 1010 includes a fifth detection unit, configured to determine that the current skill state of the skill body is detected as the target skill state when the collision box of the skill body collides with the collision box of the at least one target object.
Optionally, the detection module 1010 includes a sixth detection unit, configured to determine that the current skill state of the detected skill body is the target skill state when third party skill trigger information corresponding to a third party object is detected, where the third party object includes trigger objects other than the skill body and a release object for releasing the skill body.
The shooting device provided by the embodiment of the invention can execute the shooting method provided by any embodiment of the invention, and has corresponding functional modules and beneficial effects of the execution method.
It should be noted that, the units and modules included in the system are merely divided according to functional logic, but are not limited to the above division as long as the corresponding functions can be realized; in addition, specific names of the functional units are only for convenience of distinguishing from each other, and are not used for limiting the protection scope of the embodiment of the invention.
EXAMPLE seven
Fig. 11 is a schematic structural diagram of an electronic device according to a seventh embodiment of the present invention. FIG. 11 illustrates a block diagram of an exemplary electronic device 12 suitable for use in implementing embodiments of the present invention. The electronic device 12 shown in fig. 11 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiment of the present invention. The device 12 is typically an electronic device that assumes a shooting function.
As shown in fig. 11, electronic device 12 is embodied in the form of a general purpose computing device. The components of electronic device 12 may include, but are not limited to: one or more processors or processing units 16, a memory 28, and a bus 18 that couples the various components (including the memory 28 and the processing unit 16).
Bus 18 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an enhanced ISA bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnect (PCI) bus.
Electronic device 12 typically includes a variety of computer-readable media. Such media may be any available media that is accessible by electronic device 12 and includes both volatile and nonvolatile media, removable and non-removable media.
Memory 28 may include computer device readable media in the form of volatile Memory, such as Random Access Memory (RAM) 30 and/or cache Memory 32. The electronic device 12 may further include other removable/non-removable, volatile/nonvolatile computer storage media. By way of example only, the storage device 34 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 11, and commonly referred to as a "hard drive"). Although not shown in FIG. 11, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (e.g., a Compact disk-Read Only Memory (CD-ROM), a Digital Video disk (DVD-ROM), or other optical media) may be provided. In these cases, each drive may be connected to bus 18 by one or more data media interfaces. Memory 28 may include at least one program product 40, with program product 40 having a set of program modules 42 configured to carry out the functions of embodiments of the invention. Program product 40 may be stored, for example, in memory 28, and such program modules 42 include, but are not limited to, one or more application programs, other program modules, and program data, each of which examples or some combination may comprise an implementation of a network environment. Program modules 42 generally carry out the functions and/or methodologies of the described embodiments of the invention.
Electronic device 12 may also communicate with one or more external devices 14 (e.g., keyboard, mouse, camera, etc., and display), one or more devices that enable a user to interact with electronic device 12, and/or any devices (e.g., network card, modem, etc.) that enable electronic device 12 to communicate with one or more other computing devices. Such communication may be through an input/output (I/O) interface 22. Also, the electronic device 12 may communicate with one or more networks (e.g., a Local Area Network (LAN), Wide Area Network (WAN), and/or a public Network such as the internet) via the Network adapter 20. As shown, the network adapter 20 communicates with other modules of the electronic device 12 via the bus 18. It should be understood that although not shown in the figures, other hardware and/or software modules may be used in conjunction with electronic device 12, including but not limited to: microcode, device drivers, Redundant processing units, external disk drive Arrays, disk array (RAID) devices, tape drives, and data backup storage devices, to name a few.
The processor 16 executes various functional applications and data processing by executing programs stored in the memory 28, for example, implementing the photographing method provided by the above-described embodiment of the present invention, including:
when at least one skill body is detected to be released, detecting the current skill state of the skill body;
and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state.
Of course, those skilled in the art can understand that the processor can also implement the technical solution of the shooting method provided by any embodiment of the present invention.
Example eight
An eighth embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, the computer program, when executed by a processor, implementing the steps of the photographing method provided in any embodiment of the present invention, the method including:
when at least one skill body is detected to be released, detecting the current skill state of the skill body;
and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer 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.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer 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 computer 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.
Computer program code for carrying out operations for embodiments 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, Smalltalk, 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 computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. A photographing method, characterized by comprising:
detecting a current skill state of at least one skill body when the release of the skill body is detected;
and triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state.
2. The method of claim 1, wherein the detecting the current skill state of the skill body comprises:
and if the skill body is a preset skill body, detecting the current skill state of the skill body.
3. The method of claim 1, wherein the detecting the current skill state of the skill body comprises:
determining a current skill state of the skill body based on preset skill time information of the skill body.
4. The method according to claim 3, wherein the preset skill time information comprises preset skill countdown information or release duration information;
the determining the current skill state of the skill body based on the preset skill time information of the skill body comprises:
if the timing is judged to be finished based on the preset skill countdown information of the skill body, determining that the current skill state of the skill body is detected to be a target skill state; or,
and if the release duration information of the skill body reaches the preset skill duration, determining that the current skill state of the skill body is detected to be the target skill state.
5. The method of claim 1, wherein the detecting the current skill state of the skill body comprises:
and if at least one trigger object appears in the preset skill area of the skill body, determining that the current skill state of the detected skill body is the target skill state.
6. The method of claim 1, wherein the detecting the current skill state of the skill body comprises:
determining that the current skill state of the skill body is detected to be the target skill state if the collision box of the skill body collides with the collision box of at least one target object.
7. The method of claim 1, wherein the detecting the current skill state of the skill body comprises:
determining that the current skill state of the skill body is detected to be a target skill state if third party skill trigger information corresponding to a third party object is detected, wherein the third party object comprises trigger objects except the skill body and a release object for releasing the skill body.
8. A camera, comprising:
the detection module is used for detecting the current skill state of the skill body when the release of at least one skill body is detected;
and the shooting module is used for triggering the shooting of at least one target object if the current skill state of the skill body is detected to be the target skill state.
9. An electronic device, characterized in that the electronic device comprises:
one or more processors;
a storage device for storing one or more programs,
when executed by the one or more processors, cause the one or more processors to implement the photographing method of any of claims 1-7.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the photographing method according to any one of claims 1-7.
CN202011619249.2A 2020-12-31 2020-12-31 Shooting method, shooting device, electronic equipment and storage medium Pending CN112843710A (en)

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US20190015748A1 (en) * 2017-07-14 2019-01-17 Gree, Inc. Game processing program, game processing method, and game processing device
CN110314375A (en) * 2019-06-25 2019-10-11 努比亚技术有限公司 A kind of method for recording of scene of game, terminal and computer readable storage medium
CN111355990A (en) * 2020-03-17 2020-06-30 网易(杭州)网络有限公司 Video acquisition method and device, computer readable storage medium and electronic equipment

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Publication number Priority date Publication date Assignee Title
US20190015748A1 (en) * 2017-07-14 2019-01-17 Gree, Inc. Game processing program, game processing method, and game processing device
CN108295468A (en) * 2018-02-28 2018-07-20 网易(杭州)网络有限公司 Information processing method, equipment and the storage medium of game
CN108810437A (en) * 2018-05-28 2018-11-13 努比亚技术有限公司 Record screen method, terminal and computer readable storage medium
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