CN113384883B - Display control method and device in game, electronic equipment and storage medium - Google Patents

Display control method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN113384883B
CN113384883B CN202110658402.0A CN202110658402A CN113384883B CN 113384883 B CN113384883 B CN 113384883B CN 202110658402 A CN202110658402 A CN 202110658402A CN 113384883 B CN113384883 B CN 113384883B
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Prior art keywords
game
character
command
state
game character
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CN202110658402.0A
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CN113384883A (en
Inventor
孙德中
朱廷祥
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202110658402.0A priority Critical patent/CN113384883B/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
    • A63F13/55Controlling 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a display control method and device in a game, electronic equipment and a storage medium, wherein the method comprises the following steps: when the target game character is in a command visual angle state, a command game picture of a three-dimensional game scene is observed according to a second virtual camera in the game; the method comprises the steps that enemy game characters in a command game picture are displayed according to the exposure condition of the enemy game characters in the conventional visual angle state of the friend game characters; commanding a preset virtual object in the game picture, and displaying according to the latest state of the preset virtual object in the conventional visual angle state of the friend game role; the friend game character and the target game character are in a first character array; the enemy game character is a game character of a second character lineup. According to the technical scheme provided by the embodiment of the application, the game substitution sense is improved, and the performance can be improved and the running is smoother due to the fact that the display content of the client corresponding to the commander role is reduced.

Description

Display control method and device in game, electronic equipment and storage medium
Technical Field
The present invention relates to the field of image processing technologies, and in particular, to a method and apparatus for controlling display in a game, an electronic device, and a computer readable storage medium.
Background
PVP (Player versus player, player fight player) FPS (First Person Shooting Game, first person shooter) plays shooting games with a subjective view of the player as the name implies.
In PVP FPS games, the visual effect of the command officer visual angle is the same as that of the referee visual angle. Namely, the visual angle of the commander is also in a complete high-altitude visual angle, all real-time information on the scene can be observed, but the role of the commander in the game is that players in the command team fight and strive for winning victory, if the commander can observe all real-time information on the scene always in the visual angle of the referee, the difference with the actual fight is obviously large, the players can not be fused into the shooting game, and all real-time information on the whole scene is always displayed on the interface of the commander, so that the load of the command officer terminal is increased, and the performance smoothness of the command officer terminal is reduced.
Disclosure of Invention
The embodiment of the application provides a display control method in a game, which is used for improving the performance smoothness.
The embodiment of the application provides a display control method in a game, wherein the game comprises a three-dimensional game scene, and a first character camp and a second character camp which are positioned in the three-dimensional game scene, the first character camp comprises a target game character, and the method comprises the following steps:
when the target game character is in a command visual angle state, a command game picture of the three-dimensional game scene is observed according to a first virtual camera in the game under the command visual angle state; the position of the first virtual camera is a preset position, or the position determined by the received position adjustment operation of the first virtual camera;
the enemy game characters in the command game picture are displayed according to the exposure condition of the enemy game characters in the conventional visual angle state of the friend game characters; displaying a preset virtual object in the game in the command game picture according to the latest state of the preset virtual object in the conventional visual angle state of the friend game role; the friend game character and the target game character are in a first character array; the enemy game character is a game character of a second character lineup.
In an embodiment, the target game character is provided with a switchable normal perspective state and a command perspective state, the method further comprising:
when the target game character is in a normal visual angle state, acquiring a normal game picture for observing the three-dimensional game scene in the normal visual angle state according to a second virtual camera in the game; wherein the position of the second virtual camera corresponds to the position of the target game character; the angle of the second virtual camera corresponds to the orientation of the target game character, or; the angle of the second virtual camera is determined according to the received angle adjustment operation of the second virtual camera.
In an embodiment, the displaying of the enemy game character in the command game picture according to the exposure condition of the enemy game character in the normal viewing angle state of the friend game character includes:
displaying the enemy game character in the command game picture when an exposure condition of the enemy game character in a normal viewing angle state of the enemy game character is an exposed state;
and hiding the enemy game character in the command game picture when the exposure condition of the enemy game character in the normal visual angle state of the enemy game character is an unexposed state.
In an embodiment, the exposure condition of the opponent game character is the exposed state when the opponent game character is within a visual field range in a normal visual angle state of the opponent game character or when the opponent game character makes an exposure action.
In an embodiment, when the position of the opponent game character changes and is not within the field of view in the normal viewing angle state of the opponent game character, the exposure of the opponent game character is updated from the exposed state to the unexposed state.
In an embodiment, the displaying the predetermined virtual object in the game according to the latest state of the predetermined virtual object in the normal viewing angle state of the friend game character in the command game picture includes:
and displaying the preset virtual object according to the last appearance of the preset virtual object in the conventional visual angle state of the friend game role.
In an embodiment, when the area where the predetermined virtual object is located is included again in the field of view in the normal viewing angle state of the friend game character, the real-time form of the predetermined virtual object is displayed in the command game screen.
The embodiment of the application also provides a display control device in a game, wherein the game comprises a three-dimensional game scene and a first character camp and a second character camp which are positioned in the three-dimensional game scene, the first character camp comprises a target game character, and the device comprises:
the command picture acquisition module is used for acquiring a command game picture of observing the three-dimensional game scene in the command visual angle state according to a first virtual camera in the game when the target game character is in the command visual angle state; the position of the first virtual camera is a preset position, or the position determined by the received position adjustment operation of the first virtual camera;
the enemy game characters in the command game picture are displayed according to the exposure condition of the enemy game characters in the conventional visual angle state of the friend game characters; displaying a preset virtual object in the game in the command game picture according to the latest state of the preset virtual object in the conventional visual angle state of the friend game role; the friend game character and the target game character are in a first character array; the enemy game character is a game character of a second character lineup.
The embodiment of the application also provides electronic equipment, which comprises:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to execute the display control method in the above game.
Embodiments of the present application also provide a computer-readable storage medium storing a computer program executable by a processor to perform the display control method in a game described above.
According to the technical scheme provided by the embodiment of the application, the enemy game character in the command game picture obtained when the target game character is in the command visual angle state is displayed according to the exposure condition of the enemy game character in the conventional visual angle state of the friend game character; the preset virtual articles in the command game picture are displayed according to the latest state of the preset virtual articles in the normal visual angle state of the friend game role, so that the client can only display the exposed game role when the target game role is in the command visual angle state, the game role which is not exposed can not be displayed, the preset virtual articles in the command game picture can maintain the latest state seen by the friend game role, and therefore players can not see all information in the three-dimensional game scene when the command visual angle state is achieved, game reality and substitution sense are improved, and performance can be improved and running is smoother due to the fact that the display content of the client in the command visual angle state is reduced.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following description will briefly explain the drawings that are required to be used in the embodiments of the present application.
Fig. 1 is a schematic application scenario diagram of a display control method in a game according to an embodiment of the present application;
fig. 2 is a block diagram of an electronic device provided in an embodiment of the present application;
FIG. 3 is an interface schematic of a command game screen provided in an embodiment of the present application;
fig. 4 is an interface schematic diagram of a conventional game screen according to another embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be described below with reference to the drawings in the embodiments of the present application.
Like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. Meanwhile, in the description of the present application, the terms "first", "second", and the like are used only to distinguish the description, and are not to be construed as indicating or implying relative importance.
Fig. 1 is an application scenario schematic diagram of a display control method in a game according to an embodiment of the present application. As shown in fig. 1, the application scenario includes a plurality of clients 110 and a server 120, where the clients 110 and the server 120 are connected through a wireless network. The client 110 may be a mobile terminal such as a mobile phone or a tablet computer in which a software application such as a game is installed, or may be a desktop computer in which a software application such as a game is installed. The server 120 may be a server or a cluster of servers. The client can execute the display control method in the game provided by the embodiment of the application.
Fig. 2 is a block diagram of an electronic device provided in an embodiment of the present application. The electronic device may act as the client 110 described above. As shown in fig. 2, the electronic device 200 may be used to execute the display control method in the game provided in the embodiment of the present application. As shown in fig. 2, the electronic device 200 includes: one or more processors 202, one or more memories 204 storing processor-executable instructions. Wherein the processor 202 is configured to execute the display control method in the game provided in the following embodiments of the present application.
The processor 202 may be a device comprising a Central Processing Unit (CPU), an image processing unit (GPU) or other form of processing unit having data processing and/or instruction execution capabilities, may process data from other components in the electronic device 200, and may also control other components in the electronic device 200 to perform desired functions.
The memory 204 may include one or more computer program products that may include various forms of computer-readable storage media, such as volatile memory and/or non-volatile memory. The volatile memory may include, for example, random Access Memory (RAM) and/or cache memory (cache), and the like. The non-volatile memory may include, for example, read Only Memory (ROM), hard disk, flash memory, and the like. One or more computer program instructions may be stored on the computer readable storage medium that may be executed by the processor 202 to implement the display control method in a game described below. Various applications and various data, such as various data used and/or generated by the applications, may also be stored in the computer readable storage medium.
In one embodiment, the electronic device 200 shown in FIG. 2 may also include an input device 206, an output device 208, and a data acquisition device 210, which are interconnected by a bus system 212 and/or other form of connection mechanism (not shown). It should be noted that the components and structures of the electronic device 200 shown in fig. 2 are exemplary only and not limiting, as the electronic device 200 may have other components and structures as desired.
The input device 206 may be a device used by a user to input instructions and may include one or more of a keyboard, mouse, microphone, touch screen, and the like. The output device 208 may output various information (e.g., images or sounds) to the outside (e.g., a user), and may include one or more of a display, a speaker, and the like. The data acquisition device 210 may acquire images of the subject and store the acquired images in the memory 204 for use by other components. The data acquisition device 210 may be a camera, for example.
In an embodiment, the devices in the exemplary electronic apparatus 100 for implementing the display control method in the game according to the embodiments of the present application may be integrally disposed, or may be separately disposed, such as integrally disposing the processor 202, the memory 204, the input device 206, and the output device 208, and separately disposing the data acquisition device 210.
In an embodiment, the example electronic device 200 for implementing the in-game display control method of the embodiments of the present application may be implemented as a smart terminal such as a smart phone, a tablet computer, a vehicle-mounted device, or the like.
The following describes in detail a display control method in a game provided in an embodiment of the present application. The game comprises a three-dimensional game scene and a first character camp and a second character camp which are positioned in the three-dimensional game scene. The first character camp may include a plurality of game characters, the second character camp also includes a plurality of game characters, and the second character camp is a hostile camp relative to the first character camp. Similarly, the first character camping is an hostile camping relative to the second character camping. For example, a first character lineup may be an offender and a second character lineup may be a defender. The first character lineup contains a target game character, which may be any game character in the first character lineup, such as a particular staff member.
When the target game character is in the command visual angle state, the client side can acquire a command game picture of observing the three-dimensional game scene in the command visual angle state according to the first virtual camera in the game, as shown in fig. 3. The position of the first virtual camera is a preset position, or the position determined according to the received position adjustment operation of the first virtual camera.
The predetermined position may be a point located in the high altitude of the three-dimensional game scene, and take a photograph of the three-dimensional game scene with a top view angle. The player can adjust the position of the first virtual camera through touch operation, so that the shot scene is changed. It should be noted that, the position of the first camera may not change with the movement of the target game character, and the first camera may be always located above the three-dimensional game scene and dive the three-dimensional game scene below. When the three-dimensional game scene is smaller, when the adjustment operation of the player is received, the position of the first virtual camera is changed according to the specific adjustment operation, for example, the adjustment operation can be a left shift operation or a right shift operation, so that the first virtual camera is controlled to move left or right.
The method comprises the steps that enemy game characters in a command game picture are displayed according to the exposure condition of the enemy game characters in the conventional visual angle state of the friend game characters; and commanding the preset virtual articles in the game picture, and displaying according to the latest state of the preset virtual articles in the conventional visual angle state of the friend game role. Wherein the friend game character and the target game character are in a game character of a first character lineup; the enemy game character is a game character of a second character lineup.
In the embodiment of the present application, from the perspective of a target game character, the target game character is located in a first character lineup, so that other game characters in the first character lineup belong to friend game characters for the target game character, and game characters in a second character lineup belong to enemy game characters. The target game character is in a command view angle state, and the friend game character and the virtual object which are seen by the friend game character in a normal view angle state can be seen by default. The normal viewing angle state may be considered a first person viewing angle.
The command game picture refers to a picture obtained by shooting a three-dimensional game scene by the first virtual camera in a command view angle state. The command game picture can comprise enemy game characters and friend game characters and virtual articles. Virtual items may include virtual walls, props (e.g., jammers, footprint scanners, shock boxes, etc.), virtual ornaments. The predetermined virtual objects may be virtual walls and props. The virtual wall may be destroyed, the state of the virtual wall changes, but the virtual wall does not disappear, and the prop dynamically generates and disappears in the three-dimensional game scene, so that the preset virtual object can display the last form of the virtual object seen by the friend game character at the client corresponding to the target game character. Other virtual objects such as virtual ornaments in the three-dimensional game scene can always display the fixed form of the virtual ornaments in the command game picture.
In an embodiment, the client may display the predetermined virtual object according to the last appearance of the predetermined virtual object in the normal viewing angle state of the friend game character.
And when the area where the preset virtual object is located is contained again in the visual field range of the friend game character in the normal visual angle state, displaying the real-time form of the preset virtual object in the command game picture.
That is, the client corresponding to the target game character may display the preset virtual article according to the form of the preset virtual article when the friend game character last sees the preset virtual article. When the form of the preset virtual model changes and is not seen by the friend game character, the last seen form is still displayed at the client of the target game character, and the current form of the preset virtual object is not displayed at the client until the preset virtual object is seen by the friend game character again.
The server may store the real-time form of the preset virtual article. For example, if a wall is broken but not seen by a friend's game character, the wall still shows up intact at the client (a form that can be considered as false), and when seen by the friend's game character, the client shows up the broken wall (a real form). The server can always store the real-time form of the wall and send the real-time form to the client, so that the client can display the real form of the wall when the wall is seen by the game roles of friends. Whether the preset virtual articles such as the wall body are seen by the game roles of the friends or not can also be judged by the server side and sent to the client side.
For example, when the actual scenario is that the time when the friend game character finally sees a clock is 2:00, the target game character in the command view angle state only knows that the clock is in the state of 2:00, and whether the clock is continued or damaged in the follow-up process is not known by the target game character, that is, is not displayed on the client corresponding to the target game character. The target game role sees the "false clock" which records the last state, and when the friend game role returns to see the clock again, the content seen by the target game role is updated, so that the true state can be seen. The prop is similar to the destructive wall, and in the command view state, the last form seen by the game character of the friend is maintained by using the fake prop or the fake destructive wall, except that the destructive wall can exist all the time, and the prop can exist in the 'disappearing' state.
The friend game character is in an exposed state by default relative to the target game character, namely, the friend game character is displayed by default. And the enemy game character may be displayed according to the exposure of the enemy game character. Specifically, when the exposure of the opponent game character in the normal viewing angle state of the friend game character is the exposed state, the opponent game character is displayed in the command game screen. When the exposure of the opponent game character in the normal viewing angle state of the friend game character is an unexposed state, the opponent game character is hidden (i.e., not displayed) in the command game picture.
In one embodiment, the exposure of the opponent game character is in an exposed state when the opponent game character is within a field of view in a normal viewing angle state of the opponent game character or when the opponent game character makes an exposure action.
That is, when the opponent game character is seen by the friend game character in the normal viewing angle state, including directly or by a reconnaissance means, the exposure condition of the opponent game character is considered to be an exposed state. When an exposure action is made by an opponent game character, the exposure action may include firing a gun, throwing a bomb, or the like, and the exposure of the opponent game character may be regarded as an exposed state. The method comprises the steps that an exposure action is carried out by an enemy game character or the enemy game character can be seen by a manager of a server side to record and send to a client corresponding to a target game character, and then the client determines whether the enemy game character is in an exposed state or not and displays the enemy game character in the exposed state.
Further, when the position of the opponent game character is changed and is not within the view range in the normal viewing angle state of the opponent game character, the exposure condition of the opponent game character can be updated from the exposed state to the unexposed state.
For example, an enemy character may be considered to be in an unexposed state when it has found a hidden place again after gun shooting to hide, and not seen by the player character. Whether the position of the local game character changes or not and whether the local game character is within the visual field range of the friend game character can be judged by the server side and sent to the client side, and then the client side corresponding to the target game character can not display the friend game character.
In an embodiment, the target game role may have a switchable normal viewing angle state and a command viewing angle state, or may have only one command viewing angle state, which is described in terms of a method for performing display control by the client when the command viewing angle state is set. The following is a description of a method of performing display control by the client when the target game character is in the normal viewing angle state.
When the target game character is in a normal viewing angle state, the client side can acquire a normal game picture for observing the three-dimensional game scene in the normal viewing angle state according to a second virtual camera in the game, as shown in fig. 4; wherein the position of the second virtual camera corresponds to the position of the target game character; the angle of the second virtual camera corresponds to the orientation of the target game character, or; the angle of the second virtual camera is determined according to the received angle adjustment operation of the second virtual camera.
The normal viewing angle state is the first person viewing angle state. The normal game picture refers to a picture taken by the second virtual camera when the target game character is in a normal viewing angle state, and is used for simulating a picture seen by the target game character itself. The first virtual camera and the second virtual camera refer to virtual cameras that simulate real cameras, and imaginary cameras having a function of capturing images. The position of the second virtual camera may be changed as the target game character moves, thereby changing the acquired regular game picture. The photographing angle of the second virtual camera may be changed with the change of the orientation of the target game character, so that different pictures can be seen when the target game character is simulated to turn the body. The player can also adjust the shooting angle of the second virtual camera through touch operation as required.
When the command visual angle state and the normal visual angle state are switched, the global manager of the client refreshes the display states of all targets (including game characters and virtual objects), and the enemy game characters in the normal game picture are displayed according to the exposure condition of the enemy game characters to the target game characters. The enemy character appears in the field of view of the target character or makes an exposure, and the enemy character is considered to be exposed and can be displayed. And displaying the preset virtual object of the conventional game picture according to the latest state of the preset virtual object in the view field of the target game character. The latest state refers to the last state that appears, i.e., the state that the preset virtual article was last seen by the target game character.
The target game character may be switched from the command view state to the normal view state, or from the normal view state to the command view state. The pictures displayed when switching to the different viewing angle states can be seen from the above description. It should be specifically noted that, when the embodiment of the present application switches to the command visual angle state, the command game picture does not display all the contents under the high-altitude visual angle, but displays based on the exposure condition of the enemy game character under the normal visual angle state of the friend game character, so that the contents displayed under the command visual angle state are fewer, and the performance is smoother. The preset virtual object is not displayed in real time, but is displayed in the latest state of the friend game character in the conventional visual angle state, so that the displayed command game picture is more realistic and has substitution feeling.
The embodiment of the application also provides a display control device in a game, wherein the game comprises a three-dimensional game scene and a first character camp and a second character camp which are positioned in the three-dimensional game scene, the first character camp comprises a target game character, and the device comprises:
the command picture acquisition module is used for acquiring a command game picture of observing the three-dimensional game scene in the command visual angle state according to a first virtual camera in the game when the target game character is in the command visual angle state; the position of the first virtual camera is a preset position, or the position determined by the received position adjustment operation of the first virtual camera;
the enemy game characters in the command game picture are displayed according to the exposure condition of the enemy game characters in the conventional visual angle state of the friend game characters; displaying a preset virtual object in the game in the command game picture according to the latest state of the preset virtual object in the conventional visual angle state of the friend game role; the friend game character and the target game character are in a first character array; the enemy game character is a game character of a second character lineup.
The implementation process of the functions and roles of each module in the above device is specifically shown in the implementation process of the corresponding steps in the display control method in the above game, and will not be described herein.
In the several embodiments provided in the present application, the disclosed apparatus and method may be implemented in other manners. The apparatus embodiments described above are merely illustrative, for example, flow diagrams and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). In some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, the functional modules in the embodiments of the present application may be integrated together to form a single part, or each module may exist alone, or two or more modules may be integrated to form a single part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored on a computer readable storage medium. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.

Claims (10)

1. A display control method in a game, wherein the game includes a three-dimensional game scene and a first character lineup and a second character lineup in the three-dimensional game scene, the first character lineup includes a target game character, the method comprising:
when the target game character is in a command visual angle state, a command game picture of the three-dimensional game scene is observed according to a first virtual camera in the game under the command visual angle state; the position of the first virtual camera is a preset position, or the position determined by the received position adjustment operation of the first virtual camera;
the enemy game characters in the command game picture are displayed according to the exposure condition of the enemy game characters in the conventional visual angle state of the friend game characters; displaying a preset virtual object in the game in the command game picture according to the latest state of the preset virtual object in the conventional visual angle state of the friend game role; the friend game character and the target game character are in a first character array; the enemy game character is a game character of a second character lineup.
2. The method of claim 1, wherein the target game character has a switchable normal perspective state and a command perspective state, the method further comprising:
when the target game character is in a normal visual angle state, acquiring a normal game picture for observing the three-dimensional game scene in the normal visual angle state according to a second virtual camera in the game; wherein the position of the second virtual camera corresponds to the position of the target game character; the angle of the second virtual camera corresponds to the orientation of the target game character, or; the angle of the second virtual camera is determined according to the received angle adjustment operation of the second virtual camera.
3. The method of claim 1, wherein the displaying of the enemy character in the command game screen according to its exposure to the normal viewing angle of the friend character comprises:
displaying the enemy game character in the command game picture when an exposure condition of the enemy game character in a normal viewing angle state of the enemy game character is an exposed state;
and hiding the enemy game character in the command game picture when the exposure condition of the enemy game character in the normal visual angle state of the enemy game character is an unexposed state.
4. A method according to claim 3, wherein the exposure condition of the opponent game character is the exposed state when the opponent game character is within a field of view in a normal viewing angle state of an opponent game character or when the opponent game character makes an exposure action.
5. The method of claim 4, wherein the exposure of the opponent game character is updated from the exposed state to the unexposed state when the position of the opponent game character changes and is not within the field of view in the normal viewing state of the opponent game character.
6. The method of claim 1, wherein the commanding a predetermined virtual item in the game in a game frame to be displayed according to a latest state of the predetermined virtual item in a regular perspective state of a friend game character comprises:
and displaying the preset virtual object according to the last appearance of the preset virtual object in the conventional visual angle state of the friend game role.
7. The method of claim 6, wherein the real-time appearance of the predetermined virtual item is displayed in the command game screen when the area where the predetermined virtual item is located is contained again within the field of view in the normal view state of the friend game character.
8. A display control device in a game, wherein the game comprises a three-dimensional game scene and a first character lineup and a second character lineup positioned in the three-dimensional game scene, wherein the first character lineup comprises a target game character, the device comprising:
the command picture acquisition module is used for acquiring a command game picture of observing the three-dimensional game scene in the command visual angle state according to a first virtual camera in the game when the target game character is in the command visual angle state; the position of the first virtual camera is a preset position, or the position determined by the received position adjustment operation of the first virtual camera;
the enemy game characters in the command game picture are displayed according to the exposure condition of the enemy game characters in the conventional visual angle state of the friend game characters; displaying a preset virtual object in the game in the command game picture according to the latest state of the preset virtual object in the conventional visual angle state of the friend game role; the friend game character and the target game character are in a first character array; the enemy game character is a game character of a second character lineup.
9. An electronic device, the electronic device comprising:
a processor;
a memory for storing processor-executable instructions;
wherein the processor is configured to perform the in-game display control method of any one of claims 1-7.
10. A computer-readable storage medium storing a computer program executable by a processor to perform the in-game display control method of any one of claims 1 to 7.
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