CN113440846A - Game display control method and device, storage medium and electronic equipment - Google Patents

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

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Publication number
CN113440846A
CN113440846A CN202110801748.1A CN202110801748A CN113440846A CN 113440846 A CN113440846 A CN 113440846A CN 202110801748 A CN202110801748 A CN 202110801748A CN 113440846 A CN113440846 A CN 113440846A
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virtual
lens
game scene
anchor point
virtual camera
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CN202110801748.1A
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Chinese (zh)
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CN113440846B (en
Inventor
张泽权
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority claimed from CN202110801748.1A external-priority patent/CN113440846B/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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • 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
    • A63F2300/80Features 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
    • A63F2300/8082Virtual reality

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

Abstract

The application provides a game display control method, a game display control device, a storage medium and an electronic device, wherein a terminal device provides a graphical user interface, and a game scene picture obtained by shooting a game scene through a virtual camera is displayed in the graphical user interface, and the method further comprises the following steps: in response to a position change of the first virtual character in the game scene, adjusting the position of the virtual camera according to the position change to update the game scene picture; determining at least one lens anchor point in a game scene in response to a lens anchor point triggering operation; and adjusting the position of the virtual camera according to the position relation between the lens anchor point and the first virtual role so as to update the game scene picture. Through the method and the device, the position of the virtual camera can be correspondingly changed along with the position relation between the lens anchor point and the first virtual role, and the flexibility and the observation efficiency of observing the game scene are improved.

Description

Game display control method and device, storage medium and electronic equipment
Technical Field
The present application relates to the field of virtual environment technologies, and in particular, to a display control method for a game, a display control apparatus for a game, a computer-readable storage medium, and an electronic device.
Background
At present, in many games with god viewing angles (also referred to as "third person"), a game scene picture displayed on a terminal device is generally a picture obtained by observing a game scene with a master player character as an observation center, and when the master player character in the game scene is controlled to move, the game scene picture moves along with the master player character. As for the game scene picture displayed by any one terminal device, the virtual camera corresponding to the master player character is collected in the game scene, that is, the virtual camera is bound with the position of the master player character, so that the game scene picture collected by the virtual camera moves along with the movement of the position of the master player character.
In the method, because the view angle of the god is a overlook relationship, and the view range observed by the virtual camera is limited, the player can only see the game scene around the player through the game scene picture, and cannot see a little far away game scene, so that the player is difficult to continuously pay attention to some important targets while fighting, and the attention target is easy to move out of the screen due to the limited view range of the game scene picture, as shown in fig. 1. In addition, when an enemy virtual character is located at the edge of the visual field in a certain direction, the picture information such as the position, the state, the action and the like of the enemy virtual character is difficult to see clearly, and when the picture information of the enemy virtual character can be seen clearly, the distance between the enemy virtual character and the main control player character is very close, so that the main control player character cannot make effective response in time.
It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present application and therefore may include information that does not constitute prior art known to a person of ordinary skill in the art.
Disclosure of Invention
In view of this, an object of the present application is to provide a game display control method, apparatus, storage medium and electronic device, which enable a position of a virtual camera to change correspondingly with a position relationship between a lens anchor point and a first virtual character, solve the problems of fixed and/or limited visual field range observed by the virtual camera in the prior art, and achieve the effects of improving flexibility and observation efficiency of observing a game scene.
The embodiment of the application also provides a game display control method, which includes the steps of providing a graphical user interface through terminal equipment, and displaying a game scene picture obtained by shooting a game scene through a virtual camera in the graphical user interface, wherein the method further includes the following steps: responding to the position change of a first virtual character in the game scene, and adjusting the position of the virtual camera according to the position change to update the game scene picture, wherein the first virtual character is a virtual character controlled by a player through the terminal equipment; determining at least one lens anchor point in the game scene in response to a lens anchor point triggering operation; and adjusting the position of the virtual camera according to the position relation between the lens anchor point and the first virtual character so as to update the game scene picture.
In one possible embodiment, the step of determining at least one lens anchor in the game scene in response to a lens anchor triggering operation may comprise one of the following steps: generating a lens anchor in response to an operation directed to the first virtual character, and moving the generated lens anchor to position the generated lens anchor on a target virtual object; in response to an operation on a target virtual object in the game scene, a lens anchor point is generated, and the generated lens anchor point is positioned on the target virtual object, wherein the target virtual object comprises a second virtual character and/or a virtual coordinate position.
In one possible embodiment, the operation on the first virtual character may include a long press operation, the step of generating a lens anchor in response to the operation on the first virtual character, and moving the generated lens anchor to position the generated lens anchor on the target virtual object may include: responding to the long-press operation, and generating a lens anchor point at a position corresponding to the long-press operation; and keeping the long-press operation and sliding in the game scene so as to enable the generated lens anchor point to correspondingly move along with the sliding track, and positioning the generated lens anchor point to the target virtual object.
In one possible implementation, the generated lens anchor point may be positioned on the target virtual object by: determining a release position of the lens anchor point trigger operation in the game scene, positioning the lens anchor point on a target virtual object corresponding to the release position, and determining the position of the target virtual object in the game scene as the position of the lens anchor point.
In one possible embodiment, the target virtual object may be determined by one of the following: determining a virtual coordinate position corresponding to the release position in the game scene as the target virtual object; determining a selected one of a plurality of candidate virtual objects located within a target selection range of the game scene as the target virtual object, the target selection range being determined based on the release position.
In one possible embodiment, the target virtual object may be determined from the plurality of candidate virtual objects by: selecting one virtual object from the plurality of candidate virtual objects to be determined as the target virtual object according to a selection priority of each candidate virtual object, wherein the selection priority is determined according to the type of the candidate virtual object and/or the distance between the candidate virtual object and the first virtual character.
In one possible embodiment, the step of adjusting the position of the virtual camera according to the position relationship between the lens anchor point and the first virtual character to update the game scene picture may include: determining weight values corresponding to the lens anchor point and the first virtual role respectively; and adjusting the position of the virtual camera according to the weight value.
In a possible embodiment, the position of the virtual camera includes a position of a viewing center of the virtual camera and a position of a lens height of the virtual camera, and the step of adjusting the position of the virtual camera to update the game scene picture according to the positional relationship between the lens anchor point and the first virtual character may include at least one of: according to the first virtual character and/or the movement of the lens anchor point, adjusting the position of the observation center of the virtual camera to update the game scene picture, wherein the observation center refers to the position of the virtual camera projected into the game scene; and according to the first virtual character and/or the movement of the lens anchor point, adjusting the position of the lens height of the virtual camera to update the game scene picture, wherein the lens height refers to the height of the virtual camera relative to the observation center.
In one possible embodiment, the step of adjusting the position of the viewing center of the virtual camera to update the game scene picture according to the first virtual character and/or the movement of the lens anchor point may include: determining a midpoint of a virtual line between the first virtual character and the lens anchor point; and determining the midpoint as the position of the observation center of the virtual camera, so that the game scene picture correspondingly changes according to the movement of the midpoint.
In one possible embodiment, the step of adjusting the position of the lens height of the virtual camera to update the game scene picture according to the first virtual character and/or the movement of the lens anchor point may include: increasing the lens height of the virtual camera to expand the range of the game scene displayed in the game scene picture as the distance between the first virtual character and the lens anchor point increases, and decreasing the lens height of the virtual camera to reduce the range of the game scene displayed in the game scene picture as the distance between the first virtual character and the lens anchor point decreases.
In one possible embodiment, the step of adjusting the position of the virtual camera according to the position relationship between the lens anchor point and the first virtual character to update the game scene picture may include: adjusting the position of the observation center of the virtual camera according to the first virtual character and/or the movement of the lens anchor point; and in response to the fact that the distance between the first virtual character and the lens anchor point is larger than the view limit distance of the virtual camera under the current lens height, adjusting the position of the lens height of the virtual camera, so that the first virtual character and the lens anchor point are included in a game scene picture obtained under the adjusted lens height.
In one possible implementation, the display control method may further include: determining a first distance in a first direction and a second distance in a second direction between the first virtual character and the lens anchor point based on the position of the first virtual character and the lens anchor point in the game scene; in response to detecting that the first distance is greater than a first view limit distance of the virtual camera in the first direction and/or the second distance is greater than a second view limit distance of the virtual camera in the second direction, adjusting a viewing center of the virtual camera according to a change in position of the first virtual character in the game scene and/or controlling a lens height of the virtual camera to return to a default lens height.
In one possible implementation, the display control method may further include: adjusting the lens anchor point to be displayed at a target position of an edge of the game scene picture while adjusting the observation center of the virtual camera and/or controlling the lens height of the virtual camera to be restored to a default lens height, wherein the target position is an intersection point of a virtual connecting line between the first virtual character and the lens anchor point and the edge, and a distance value between the lens anchor point and the first virtual character is displayed at the target position.
In one possible implementation, the lens anchor may include a plurality of lens anchors, which may be generated by one of: determining the plurality of lens anchors in the game scene in response to the lens anchor triggering operation; and determining the plurality of lens anchors in response to a plurality of times of executed lens anchor triggering operations, wherein one lens anchor triggering operation generates one lens anchor correspondingly.
In one possible implementation, the plurality of lens anchors may include a first lens anchor and at least one second lens anchor, wherein, in response to the lens anchor triggering an operation, the step of determining the plurality of lens anchors in the game scene may include: in response to the lens anchor trigger operation, locating the first lens anchor onto a target virtual object corresponding to a release location of the anchor trigger operation in the game scene, the target virtual object being pre-marked; in response to detecting other virtual objects in the game scene having the same mark as the target virtual object, generating the at least one second lens anchor, the number of which is consistent with the number of the other virtual objects, and positioning the at least one second lens anchor on the other virtual objects.
In one possible embodiment, the position of the center of view of the virtual camera can be determined by: determining a first target coordinate value in a first direction and a second target coordinate value in a second direction of the first virtual character and the plurality of lens anchors respectively based on positions of the first virtual character and the plurality of lens anchors in the game scene; determining a position of a viewing center of the virtual camera based on the first target coordinate value and the second target coordinate value.
In one possible implementation, the display control method may further include: determining a third distance in the first direction and a fourth distance in the second direction of the first virtual character and the plurality of lens anchors respectively based on the positions of the first virtual character and the plurality of lens anchors in the game scene; in response to detecting that the third distance is greater than a first view limit distance in the first direction of the virtual camera when a lens height reaches a maximum distance, and/or the fourth distance is greater than a second view limit distance in the second direction of the virtual camera when a lens height reaches a maximum distance, determining a lens anchor point of the plurality of lens anchor points that is farthest from the first virtual character; adjusting a position of a viewing center of the virtual camera and/or adjusting a position of a lens height of the virtual camera based on the first virtual role and other lens anchor points except the lens anchor point farthest away.
An embodiment of the present application further provides a display control apparatus for a game, which provides a graphical user interface through a terminal device, and displays a game scene picture obtained by shooting a game scene through a virtual camera in the graphical user interface, where the apparatus includes: the first camera control module is used for responding to the position change of a first virtual character in the game scene, and adjusting the position of the virtual camera according to the position change so as to update the game scene picture, wherein the first virtual character is a virtual character controlled by a player through the terminal equipment; an anchor point determining module, responsive to a shot anchor point triggering operation, determining at least one shot anchor point in the game scene; and the second camera control module is used for adjusting the position of the virtual camera according to the position relation between the lens anchor point and the first virtual role so as to update the game scene picture.
An embodiment of the present application further provides an electronic device, including: a processor, a memory and a bus, the memory storing machine readable instructions executable by the processor, the processor and the memory communicating via the bus when the electronic device is running, the machine readable instructions when executed by the processor performing the steps of the display control method of the game as described above.
An embodiment of the present application further provides a computer-readable storage medium, in which a computer program is stored, and the computer program is executed by a processor to perform the steps of the display control method of the game.
The game display control method, device, storage medium and electronic device provided by the embodiment of the application provide a graphical user interface through a terminal device, and display a game scene picture obtained by shooting a game scene through a virtual camera in the graphical user interface, wherein the method further comprises the following steps: responding to the position change of a first virtual character in the game scene, and adjusting the position of the virtual camera according to the position change to update the game scene picture, wherein the first virtual character is a virtual character controlled by a player through the terminal equipment; determining at least one lens anchor point in the game scene in response to a lens anchor point triggering operation; and adjusting the position of the virtual camera according to the position relation between the lens anchor point and the first virtual character so as to update the game scene picture. Compared with the prior art, the display control method can enable the position of the virtual camera to correspondingly change along with the position relation between the lens anchor point and the first virtual role, and improves the flexibility and the observation efficiency of observing the game scene.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a diagram illustrating a conventional game scene screen display;
FIG. 2 is a flow chart illustrating a method for controlling the display of a game according to an embodiment of the present application;
FIG. 3 is a schematic diagram illustrating generation of a shot anchor point provided by an embodiment of the present application;
FIG. 4 is a flowchart illustrating steps provided by an embodiment of the present application to adjust the position of the center of view of a virtual camera;
fig. 5 is a schematic diagram illustrating that the position of the viewing center of the virtual camera changes correspondingly with the position relationship between the first virtual character and the lens anchor point according to the embodiment of the present application;
FIG. 6 is a flowchart illustrating steps provided by an embodiment of the present application to adjust the position of the viewing center and the position of the lens height of a virtual camera;
fig. 7 and 8 are schematic diagrams illustrating adjusting a position of a viewing center and a position of a lens height of a virtual camera according to an embodiment of the present application;
FIG. 9 is a flow chart illustrating a display control method for another game provided by an embodiment of the present application;
FIG. 10 is a flowchart illustrating steps provided by an embodiment of the present application to generate a plurality of shot anchors;
fig. 11 is a schematic diagram illustrating that positions of adjusting a viewing center and a lens height of a virtual camera according to an embodiment of the present application change with a position relationship between a first virtual character and a plurality of lens anchor points;
fig. 12 is a schematic diagram illustrating a position of a viewing center and a position of a lens height of a virtual camera adjusted based on a positional relationship between a first virtual character and a plurality of lens anchor points provided in an embodiment of the present application;
fig. 13 is a schematic diagram illustrating a delete lens anchor provided in an embodiment of the present application;
fig. 14 is a schematic structural diagram illustrating a display control apparatus of a game according to an embodiment of the present application;
fig. 15 shows a schematic structural diagram of an electronic device provided in an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. Every other embodiment that can be obtained by a person skilled in the art without making creative efforts based on the embodiments of the present application falls within the protection scope of the present application.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/parts/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. other than the listed elements/components/etc.; the terms "first" and "second", etc. are used merely as labels, and are not limiting on the number of their objects.
It should be understood that in the embodiments of the present application, "at least one" means one or more, "a plurality" means two or more. "and/or" is merely an association describing an associated object, meaning that three relationships may exist, e.g., a and/or B, may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship. "comprises A, B and/or C" means that it comprises any 1 or any 2 or 3 of the three A, B, C.
It should be understood that in the embodiment of the present application, "B corresponding to a", "a corresponds to B", or "B corresponds to a" means that B is associated with a, and B can be determined according to a. Determining B from a does not mean determining B from a alone, but may be determined from a and/or other information.
At present, in a game at the view angle of the god (also called as the third person), the lens rotation and the lens height of the virtual camera are locked, for example, in one way, a game scene picture displayed on a terminal device is a picture obtained by observing a game scene by taking a main control virtual character as an observation center, that is, the virtual camera is bound with the position of the main control virtual character, and the observation center of the virtual camera moves along with the movement of the position of the main control virtual character; alternatively, the lens of the virtual camera is completely locked, for example, in a cross-cut type game.
Because the visual field range of the game scene picture of the existing games with the view angle of god is fixed and is smaller, the visual field range is not favorable for observing the picture information such as the position, the state, the action and the like of the virtual character of the enemy or the virtual prop in the game scene picture. And when the enemy virtual character enters the visual field range of the main control virtual character, the distance between the enemy virtual character and the main control virtual character is very close, so that the main control virtual character cannot make effective response in time.
Based on this, embodiments of the present application provide a display control method and apparatus for a game, a storage medium, and an electronic device, which may generate a lens anchor point in a game scene, and enable a position of a virtual camera to change correspondingly with a change in a positional relationship between a first virtual character and the lens anchor point, so as to improve flexibility and observation efficiency of a player observing the game scene.
To facilitate understanding of the present embodiment, a display control method, a display control apparatus, a storage medium, and an electronic device for a game provided in the embodiments of the present application will be described in detail below.
Referring to fig. 2, fig. 2 is a flowchart illustrating a game display control method according to an embodiment of the present disclosure. As shown in fig. 2, a method for controlling display of a game provided in an embodiment of the present application includes:
and S100, responding to the position change of the first virtual character in the game scene, and adjusting the position of the virtual camera according to the position change to update the game scene picture. Here, the first virtual character is a virtual character controlled by the player through the terminal device.
S200, responding to the shot anchor point triggering operation, and determining at least one shot anchor point in a game scene.
S300, adjusting the position of the virtual camera according to the position relation between the lens anchor point and the first virtual character to update the game scene picture.
By the game display control method, the position of the virtual camera can be correspondingly changed along with the change of the position relation between the first virtual character and the lens anchor point, and the flexibility and the observation efficiency of observing a game scene are effectively improved.
The terminal device related in the embodiment of the present application mainly refers to an intelligent device that is used for providing a game scene picture and can control and operate a virtual character, and the terminal device may include, but is not limited to, any one of the following devices: smart phones, tablet computers, portable computers, desktop computers, game machines, MP4(Moving Picture Experts Group Audio Layer IV) players, Personal Digital Assistants (PDAs), e-book readers, and the like. The terminal device is installed and operated with an application program supporting a game scene, such as an application program supporting a three-dimensional game scene. The application program may include, but is not limited to, any one of a virtual reality application program, a three-dimensional map program, a military simulation program, a MOBA Game, a multi-player gunfight type survival Game, a Third-person Shooting Game (TPS). Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game program, or may be a network online application.
The game scene screen is a screen corresponding to at least one observation mode for observing the game scene. Here, the at least one observation may include, but is not limited to: viewing angle, viewing configuration (e.g., whether the night vision device is turned on), viewing center, viewing angle. For example, the game scene picture may refer to a picture obtained by observing the game scene with an observation angle having a certain lens height and a certain virtual object or a certain coordinate position in the game scene as an observation center. Illustratively, the game scene picture is a two-dimensional picture displayed on a screen of the terminal device after picture acquisition is performed on a three-dimensional game scene. Illustratively, the shape of the game scene screen is determined according to the shape of the screen of the terminal device or the shape of the user interface of the application program supporting the game scene. Taking the screen of the terminal device as a rectangle as an example, the game scene picture is also displayed as a rectangular picture.
A game scene refers to a virtual environment that an application program displays (or provides) when running on a terminal device. The game scene can be a simulated world of a real world, can also be a semi-simulated semi-fictional three-dimensional world, and can also be a purely fictional three-dimensional world. The game scene may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the game scenario is also used for virtual environment engagement between at least two virtual characters, and virtual resources available for the at least two virtual characters are available in the game scenario.
Virtual objects refer to both movable objects as well as non-movable objects in a game scene. The movable object may be a virtual character including, but not limited to, at least one of a virtual character, a virtual animal, and an animation character, and the virtual character may be configured to perform a virtual action according to a game instruction received by the terminal device. The non-actionable object may be a virtual prop, a virtual task, a location in a virtual environment. Alternatively, when the game scene is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each virtual character having its own shape and volume in the three-dimensional virtual environment and occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual role can also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
For example, the terminal device may be a device having a touch screen, and in this case, the lens anchor point triggering operation may be a touch operation performed on the touch screen. However, the present application is not limited thereto, and the above-mentioned lens anchor triggering operation may also be an operation received through an external input device (e.g., a keyboard and/or a mouse) connected to the terminal device.
The above exemplary steps provided by the embodiments of the present application are described below by taking the application of the above method to a terminal device as an example.
In step S100, the game scene picture is a picture obtained by observing the game scene with a view angle (a view angle or a third person view angle) corresponding to the virtual character, where the game scene picture includes the game scene and a first virtual character located in the game scene, and the first virtual character is configured to execute a virtual action according to the game instruction received by the first terminal device.
Here, the first terminal device may refer to a terminal used by a first user who uses the first terminal device to control a first virtual character located in a game scene to perform a virtual action. By way of example, a plurality of human-computer interaction controls, such as a movement control, a skill release control, an attack button, and the like, may be exposed in the game scene screen.
Illustratively, each virtual character has a one-to-one virtual camera in the virtual environment, and in this step, the position of the virtual camera changes synchronously with the position of the first virtual character, so that the game scene pictures collected by the virtual camera change along with the change of the position of the first virtual character.
In the embodiment of the present application, the position of the virtual camera may include, but is not limited to, at least one of a position of a viewing center of the virtual camera, and a position of a lens height of the virtual camera. In this step, the observation center of the virtual camera is the first virtual character, and when the first virtual character moves in the game scene, the observation center of the virtual camera moves following the movement of the first virtual character. The virtual camera has a lens height with respect to the first virtual character, and in this step, the virtual camera adopts a default lens height, that is, the game scene screen in step S100 is a screen in which the virtual camera observes the game scene with the first virtual character as an observation center and with the default lens height.
For example, the virtual camera may look down the first virtual character at an oblique angle, and in this case, the game scene screen is a screen in which the virtual camera views the game scene at the oblique angle downward with the first virtual character as a viewing center and with a viewing angle of a default lens height. The picture acquired by the virtual camera in the game scene is the game scene picture displayed on the first terminal device.
The embodiment of the application provides a scheme for dynamically changing the position of a virtual camera, so that the visual field of a game scene picture is dynamically changed, a user can obtain a larger and variable visual field range in a game scene, and more information of other virtual objects can be seen.
Each user controls one virtual object in the three-dimensional virtual environment using a client. The game picture displayed by any client is collected in the three-dimensional virtual environment by the camera model corresponding to the virtual object. In general, a camera model is installed at a position h away from the ground in a three-dimensional virtual environment, and an image is acquired by looking down at the camera model at a certain angle.
In step S200, the lens anchor triggering operation is issued to the terminal device by the player, and the lens anchor triggering operation may be issued to the first terminal device by the first user, taking as an example that the first virtual character is configured to execute a virtual action according to the game instruction received by the first terminal device. The lens anchor trigger operation is used to determine at least one lens anchor in the game scene, and may include, but is not limited to, an operation on the first virtual character, or an operation on the target virtual object, for example. The following description will be made for each of the above two cases.
In the first case, the lens anchor trigger operation includes an operation for a first virtual character. At this time, a lens anchor is generated in response to an operation for the first virtual character.
In the embodiment of the present application, the first virtual character may be a virtual character manipulated (controlled) by a player, but the possibility that the first virtual character is controlled by other application programs or an artificial intelligence module is not excluded. Here, the activity of the first virtual character in the game scene may be controlled according to the received player operation (or human-machine operation). For example, the activity of the first virtual character in the game scene may include, but is not limited to, at least one of: adjusting body posture, walking, riding, running, jumping, climbing, driving, lying down, attacking, releasing skills, picking up props, and sending messages.
As an example, the operation for the first avatar may include, but is not limited to, a long press operation, a click operation (a single click operation or a double click operation), in response to which a lens anchor is generated.
In this case, the movement of the lens anchor point may be controlled by: and controlling the lens anchor point to correspondingly move along the movement track aiming at the operation of the first virtual role.
Fig. 3 shows a schematic diagram of generating a lens anchor point provided in an embodiment of the present application, in this example, taking the above-described operation on the first virtual character a as a long-press operation as an example, assuming that the terminal device is a touch screen device, in response to the long-press operation on the first virtual character a, one lens anchor point B is generated at a position touched by a finger (i.e., at a position corresponding to the long-press operation), and the long-press operation is maintained and a slide is performed in a game scene, so that the generated lens anchor point B correspondingly moves along the slide trajectory, that is, the generated lens anchor point B is equivalently dragged without releasing the finger slide, so as to control the lens anchor point B to move.
The starting point of the sliding track is the position of the first virtual character a (i.e., the position corresponding to the long-press operation), and in the sliding process, the lens anchor point B moves along with the change of the position touched by the finger.
For the case where the shot anchor triggering operation is an operation for a first virtual character, after the shot anchor is generated, the display control method may further include: and positioning the generated lens anchor point on the target virtual object.
Illustratively, the generated lens anchor point may be positioned on the target virtual object by: determining the release position of the trigger operation of the lens anchor point in the game scene, positioning the lens anchor point on a target virtual object corresponding to the release position, and determining the position of the target virtual object in the game scene as the position of the lens anchor point.
In an alternative embodiment, the target virtual object may be determined by one of the following: determining a virtual coordinate position corresponding to a release position of the lens anchor point triggering operation in the game scene as a target virtual object; and determining one selected virtual object from a plurality of candidate virtual objects positioned in the target selection range of the game scene as a target virtual object.
Here, the target selection range may be determined based on a release position of the lens anchor triggering operation in the game scene. For example, a predetermined range including the release position may be determined as the target selection range, and for example, a circular range centered on the release position and having a radius of a predetermined length may be determined as the target selection range. It should be understood that the values of the predetermined range and the predetermined length may be selected according to actual requirements, and the shape of the target selection range may be other shapes than a circle, such as a rectangle, an ellipse, and the like, which is not limited in this application.
In an alternative embodiment, the target virtual object may be determined from a plurality of candidate virtual objects by: and selecting one virtual object from the candidate virtual objects according to the selection priority of each candidate virtual object to determine the virtual object as the target virtual object. For example, the selection priority may be determined based on the type of the candidate virtual object and/or the distance between the candidate virtual object and the first avatar.
For the case that the selection priority is determined according to the distance between the candidate virtual object and the first virtual character, the closer the distance between the candidate virtual object and the first virtual character is, the higher the selection priority corresponding to the candidate virtual object is, and the farther the distance between the candidate virtual object and the first virtual character is, the lower the selection priority corresponding to the candidate virtual object is.
For the case where the selection priority is determined according to the type of the candidate virtual object, the type of the candidate virtual object may include, but is not limited to, a movable object and an immovable object, wherein the selection priority of the movable object (e.g., a virtual character) is higher than the selection priority of the immovable object (e.g., a virtual prop).
For the case that the target virtual object is a movable object, after the generated lens anchor point is positioned on the target virtual object, the position of the lens anchor point in the game scene is changed synchronously with the position of the target virtual object in the game scene. That is, the lens anchor is caused to move following the movement of the target virtual object in the game scene.
In the second case, the lens anchor trigger operation includes an operation for a target virtual object in the game scene. At this time, a lens anchor point is generated in response to an operation on the target virtual object.
The game scene screen may include a first virtual character and a target virtual object located in the game scene, and the target virtual object may include, as an example, an active object and/or an inactive object.
For example, the movable object may comprise a second virtual character. Here, the second virtual character may be configured to perform a virtual action according to a game instruction received by a second terminal device, which may refer to a terminal used by a second user who uses the second terminal device to control the second virtual character located in the game scene to perform the virtual action. And the second terminal device is also provided with and runs an application program supporting the game scene, and when the second terminal device runs the application program, a user graphical interface is also displayed on the screen of the second terminal device.
Optionally, the second virtual character and the first virtual character are in the same game scene, and the first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, a friend relationship, or a temporary communication right. In addition, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship. Alternatively, the second virtual character may be a non-player manipulated character (e.g., NPC).
Optionally, the applications installed on the first terminal device and the second terminal device are the same, or the applications installed on the two terminal devices are the same type of application on different operating system platforms (android or IOS). The first terminal device may generally refer to one of the plurality of terminal devices, and the second terminal device may generally refer to another of the plurality of terminal devices. The device types of the first terminal device and the second terminal device are the same or different, and the device types comprise: at least one of a smartphone, a tablet, a laptop, a desktop, a game console, an MP4 player, a PDA, an e-book reader.
The two terminal devices may access the server, and in different embodiments, there may be a plurality of other terminal devices that may access the server. Optionally, one or more third terminal devices are terminals corresponding to the developer, a development and editing platform for supporting the application program of the game scene is installed on the third terminal devices, the developer can edit and update the application program on the third terminal devices and transmit the updated application program installation package to the server through a wired or wireless network, and the first terminal device and the second terminal device can download the application program installation package from the server to implement installation and/or update of the application program.
The first terminal device, the second terminal device and other terminal devices are connected with the server through a wireless network or a wired network.
The server comprises at least one of a server, a plurality of servers, a cloud computing platform and a virtualization center. The server is used for providing background services for the application programs supporting the three-dimensional virtual environment. Optionally, the server undertakes primary computing work, and the terminal device undertakes secondary computing work; or the server undertakes secondary calculation work, and the terminal equipment undertakes primary calculation work; or, the server and the terminal device adopt a distributed computing architecture for cooperative computing.
For example, the virtual coordinate position may refer to a position where a virtual element in the game scene is located, for example, a coordinate position where a virtual prop is located in the game scene, a coordinate position where a virtual task is located in the game scene, and a coordinate position where a virtual building is located in the game scene.
For example, the non-movable object may include a virtual coordinate location, which may refer to a location where a virtual element in the game scene is located, e.g., a coordinate location where a virtual item is located in the game scene, a coordinate location where a virtual task is located in the game scene, a coordinate location where a virtual building is located in the game scene.
As an example, the operation on the target virtual object may include, but is not limited to, a long press operation, a click operation (a single click operation or a double click operation), in response to which a lens anchor is generated.
In this case, the generated lens anchor may be positioned on the target virtual object, and the position of the target virtual object in the game scene may be determined as the position of the lens anchor in the game scene.
In step S300, according to the position relationship between the first virtual character and the lens anchor point, the position of the virtual camera is adjusted to update the game scene picture, so that the first virtual character and the lens anchor point are included in the game scene picture.
In an alternative embodiment, weight values may be set for the lens anchor and the first virtual character, respectively, and the position of the virtual camera may be adjusted based on the weight values of the lens anchor and the first virtual character.
Specifically, weight values corresponding to the lens anchor point and the first virtual role respectively are determined, and the position of the virtual camera is adjusted according to the respective weight values.
In one case, the respective weight values of the lens anchor point and the first virtual character are different.
In this case, the one having a larger weight value may be determined from the shot anchor and the first virtual character, and the position of the virtual camera may be adjusted to be closer to the one having a larger weight value. For example, the larger the weight value is, the closer the position of the virtual camera is to the position where the larger the weight value is, and the farther the position of the virtual camera is from the position where the smaller the weight value is.
In another case, the respective weight values of the lens anchor point and the first virtual role are the same.
In this case, the distance between the position of the virtual camera and the position of the lens anchor point is the same as the distance between the position of the virtual camera and the position of the first virtual character.
For example, as described above, the position of the virtual camera may include, but is not limited to, at least one of a position of a viewing center of the virtual camera and a position of a lens height of the virtual camera, in which case, the manner of adjusting the position of the virtual camera to update the game scene screen according to the positional relationship of the first virtual character and the lens anchor point may include, but is not limited to, adjusting at least one of a position of a viewing center of the virtual camera and a position of a lens height of the virtual camera. For example, adjusting the position of the viewing center of the virtual camera to update the game scene view in accordance with the first virtual character and/or the movement of the lens anchor point; and/or adjusting the position of the lens height of the virtual camera according to the first virtual character and/or the movement of the lens anchor point to update the game scene picture.
That is, in the embodiment of the present application, the game scene screen may be controlled to follow the movement corresponding to the first virtual character and/or the lens anchor point by changing the observation center of the virtual camera and/or the lens height of the virtual camera. Namely, the embodiment of the application provides a scheme for dynamically changing the observation center and/or the lens height of the virtual camera, so that the dynamic change of the game scene picture is realized, and the player can observe the game scene more flexibly and more efficiently.
For example, the observation center of the virtual camera may refer to a position where the virtual camera projects into the game scene, where the observation center is a center of a game scene picture, and taking the game scene picture as a rectangular picture as an example, an intersection point of diagonal lines of the rectangle in the game scene picture is the observation center. For example, in a case where the virtual camera views the first virtual character downward at an inclination angle to observe the game scene, the observation center of the virtual camera may refer to a position at which the lens center of the virtual camera is projected in the inclination angle direction (i.e., the direction indicated by the shooting angle of the virtual camera) into the game scene.
Aiming at the condition that the respective weight values corresponding to the lens anchor point and the first virtual role are different, the position of the observation center of the virtual camera can be adjusted according to the respective weight values corresponding to the lens anchor point and the first virtual role. Taking the example that the weight value of the first virtual character is greater than the weight value of the lens anchor point, the position of the observation center of the virtual camera can be adjusted to be close to the position where the first virtual character is located.
For example, if the sum of the weight value corresponding to the lens anchor and the weight value corresponding to the first virtual character is 1, a virtual connection line between the first virtual character and the lens anchor may be determined, and the position of the observation center of the virtual camera may be determined based on the virtual connection line. For example, a target point on the virtual connection line may be determined as the position of the observation center of the virtual camera, and the target point may be selected according to a weight value corresponding to the lens anchor point or a weight value corresponding to the first virtual character. Assuming that the weight value corresponding to the lens anchor point is 0.4, the weight value corresponding to the first virtual character is 0.6, and the length of the virtual connection line is 10 meters, a point on the virtual connection line at a distance of 4 meters from the position of the lens anchor point may be selected as the target point, that is, a point on the virtual connection line at a distance of 6 meters from the position of the first virtual character is determined as the target point.
In the case where the weight values corresponding to the lens anchor and the first virtual character are the same, the position of the observation center of the virtual camera can be adjusted by referring to the procedure shown in fig. 4.
Referring to fig. 4, fig. 4 is a flowchart illustrating a step of adjusting a position of a viewing center of a virtual camera according to an embodiment of the present disclosure.
S201, determining a midpoint of a virtual connecting line between the first virtual character and the lens anchor point.
S202, determining the middle point of the virtual connecting line as the position of the observation center of the virtual camera, so that the game scene picture changes correspondingly according to the movement of the middle point of the virtual connecting line.
Through the adjustment mode, when any one of the first virtual character and the lens anchor point moves, the length of a virtual connecting line between the first virtual character and the lens anchor point changes, the midpoint of the virtual connecting line changes correspondingly, and the position of the observation center of the virtual camera changes accordingly, so that the aim of dynamically changing the picture of the game scene is fulfilled.
Taking the example shown in fig. 3 above as an example, after the lens anchor point B is positioned on the target virtual object, the center of the virtual line between the first virtual character a and the lens anchor point B may be determined as the observation center of the virtual camera. Here, the virtual connecting line may not be displayed in the game scene screen.
Fig. 5 is a schematic diagram illustrating that a position of a viewing center of a virtual camera changes correspondingly with a position relationship between a first virtual character and a lens anchor point according to an embodiment of the present application.
As shown in fig. 5, after the lens anchor point B is positioned on the target virtual object, taking the target virtual object as a movable second virtual character as an example, the lens anchor point B moves along with the movement of the second virtual character, so as to track the position changes of the lens anchor point B and the first virtual character a in real time, and control the position of the observation center of the virtual camera to change correspondingly according to the movement of the midpoint of the virtual connection line between the lens anchor point B and the first virtual character a.
In this example, assuming that the initial state of the virtual camera is a default observation position (e.g., a position where the first virtual character is located in the game scene) as an observation center, the display control method according to the embodiment of the present application may change the position of the observation center of the virtual camera according to a movement of a midpoint of a virtual line between the lens anchor point and the first virtual character, so that the first virtual character and the lens anchor point are included in the game scene picture.
The following describes a process of adjusting the position of the lens height of the virtual camera according to the first virtual character and/or the movement of the lens anchor point.
Illustratively, the lens height of the virtual camera may refer to the height of the virtual camera relative to the center of view. For example, the lens height of the virtual camera may refer to a height from the lens center of the virtual camera to the observation center, and the height may refer to a length of a line connecting the lens center of the virtual camera and the observation center, as an example.
For example, the lens height of the virtual camera may be changed according to a change in the distance between the first virtual character and the lens anchor, for example, as the distance between the first virtual character and the lens anchor increases, the lens height of the virtual camera is increased to expand the range of the game scene displayed in the game scene picture, and as the distance between the first virtual character and the lens anchor decreases, the lens height of the virtual camera is decreased to reduce the range of the game scene displayed in the game scene picture, so that the first virtual character and the lens anchor are included in the game scene picture.
For example, in the above-mentioned initial state of the virtual camera, the position where the first virtual character is located in the game scene is taken as the position of the observation center, and in the initial state of the virtual camera, the virtual camera has a default lens height with respect to the observation center, that is, the virtual camera has a default lens height with respect to the position where the first virtual character is located in the game scene.
In this case, the game scene screen is a screen in which the virtual camera observes the game scene with a certain observation position in the game scene as an observation center and with a certain lens height as an observation angle.
The observation position is a coordinate position in the game scene, and when the game scene is a three-dimensional virtual environment, the observation position is a three-dimensional coordinate. For example, if the ground in the game scene is a horizontal plane, the height coordinate of the observation position is 0, and the observation position can be approximately expressed as a two-dimensional coordinate on the horizontal plane.
It should be understood that the two ways of adjusting the position of the virtual camera listed above can be used alone or in combination, for example, the change of the viewing center of the virtual camera can be controlled alone, the change of the lens height of the virtual camera can be controlled alone, and the change of both the viewing center and the lens height of the virtual camera can be controlled. In addition, although only two methods of controlling the change in the position of the virtual camera are described above, the present invention is not limited to this, and the game scene screen may be updated by changing the observation angle and the observation arrangement of the virtual camera.
For example, for a game scene with a game scene of some magic or remote attack types, in consideration of the playability of the game, it may be possible to limit the change of the lens height of the virtual camera, that is, to obtain a game scene picture by using a fixed lens height, and at this time, it may be selected to control the game scene picture to follow the change of the positional relationship between the first virtual character and the lens anchor point by changing the observation center of the virtual camera.
A process of controlling both the position of the viewing center of the virtual camera and the position of the lens height to be changed according to the movement of the first virtual character and/or the lens anchor point will be described with reference to fig. 6.
Fig. 6 is a flowchart illustrating a step of adjusting the position of the viewing center and the position of the lens height of the virtual camera according to an embodiment of the present disclosure.
S210, adjusting the position of the observation center of the virtual camera according to the first virtual role and/or the movement of the lens anchor point.
S220, detecting the distance between the first virtual role and the lens anchor point.
And S230, determining whether the distance between the detected first virtual character and the lens anchor point is greater than the view limit distance of the virtual camera at the current lens height.
If it is determined that the detected distance between the first virtual character and the lens anchor is not greater than (i.e., less than or equal to) the above-mentioned view limit distance, the process returns to step S220 to continue detecting the distance between the first virtual character and the lens anchor.
If it is determined that the detected distance between the first virtual character and the lens anchor is greater than the above-mentioned view limit distance, step S240 is performed: and adjusting the position of the lens height of the virtual camera so that the game scene picture obtained under the adjusted lens height comprises the first virtual character and the lens anchor point.
In the example shown in fig. 6, the position of the viewing center of the virtual camera may be controlled to change correspondingly according to the movement of the first virtual character and/or the lens anchor point, and then the position of the lens height of the virtual camera may be controlled to change correspondingly in response to detecting that the distance between the first virtual character and the lens anchor point is greater than the view limit distance, that is, the position of the viewing center of the virtual camera is changed first, and then the position of the lens height of the virtual camera is changed. It should be understood, however, that the manner of adjusting the position of the virtual camera shown in fig. 6 is only a preferred example, and the present application is not limited thereto, and the position of the viewing center of the virtual camera may be changed in response to detecting that the distance between the first virtual character and the lens anchor point is greater than the view limit distance. In addition to this, the position of the viewing center of the virtual camera and the position of the lens height may be controlled to change simultaneously in accordance with the movement of the first virtual character and/or the lens anchor point.
In the embodiment of the present application, the view limit distance may include a first view limit distance in the first direction and a second view limit distance in the second direction, the first view limit distance in the first direction of the virtual camera may be a maximum distance in the first direction of a view range of the virtual camera when a lens height of the virtual camera reaches the maximum distance, and the second view limit distance in the second direction of the virtual camera may be a maximum distance in the second direction of the view range of the virtual camera when the lens height of the virtual camera reaches the maximum distance.
In a preferred example, the display control method of the game may further include: determining a first distance between the first virtual character and the lens anchor point in a first direction and a second distance between the first virtual character and the lens anchor point in a second direction based on the positions of the first virtual character and the lens anchor point in the game scene; in response to detecting that the first distance is greater than a first view limit distance of the virtual camera in the first direction and/or the second distance is greater than a second view limit distance of the virtual camera in the second direction, adjusting a center of view of the virtual camera in accordance with a change in position of the first virtual character in the game scene and/or controlling a lens height of the virtual camera to return to a default lens height.
In a preferred example, the lens anchor point may be adjusted to be displayed at a target position of an edge of the game scene picture while adjusting the viewing center of the virtual camera and/or controlling the lens height of the virtual camera to be restored to the default lens height. For example, the target position may be an intersection point of a virtual connecting line between the first virtual character and the lens anchor point and an edge of the game scene picture, and a distance value between the lens anchor point and the first virtual character is displayed at the target position.
For example, the first direction may be one of a longitudinal direction and a lateral direction of the game scene screen, and the second direction may be the other of the longitudinal direction and the lateral direction of the game scene screen. The longitudinal direction and the lateral direction herein may also refer to a longitudinal direction and a lateral direction of a terminal device for providing a game scene picture.
In an alternative example, a first distance of the first avatar from the lens anchor point in the first direction may be determined by: and determining a first distance in the first direction based on the first maximum coordinate value and the first minimum coordinate value. For example, a difference of the first maximum coordinate value and the first minimum coordinate value may be determined as a first distance in the first direction.
Further, a second distance of the first avatar from the lens anchor in the second direction may be determined by: and determining a second maximum coordinate value and a second minimum coordinate value of the first virtual character and the lens anchor point in a second direction, and determining a second distance in the second direction based on the second maximum coordinate value and the second minimum coordinate value. For example, a difference value of the second maximum coordinate value and the second minimum coordinate value may be determined as the second distance in the second direction.
Fig. 7 and 8 are schematic diagrams illustrating adjusting the position of the viewing center and the position of the lens height of the virtual camera according to the embodiment of the present application.
As shown in fig. 7 and 8, the viewing center and/or the lens height of the virtual camera is controlled to change in accordance with movement of the first virtual character and/or the lens anchor point in the game scene, and the viewing center of the virtual camera is controlled to return to a default viewing position and/or the lens height of the virtual camera is controlled to return to a default lens height in response to detecting that the first distance is greater than the first view limit distance and/or the second distance is greater than the second view limit distance. Here, the default viewing position and the default lens height may be viewing positions and lens heights that are set in advance.
Fig. 7 is a schematic diagram showing a game scene picture changing along with a change in a distance between the first virtual character and the lens anchor point when the distance changes from near to far, and fig. 8 is a schematic diagram showing a game scene picture changing along with a change in a distance between the first virtual character and the lens anchor point when the distance changes from far to near.
In the embodiment of the present application, a plurality of lens anchor points may also be generated to control the corresponding change in the position of the virtual camera based on the first virtual character and/or the movement of the plurality of lens anchor points. The process of adjusting the position of the virtual camera for the case of multiple lens anchor points is described below with reference to fig. 9.
Referring to fig. 9, fig. 9 is a flowchart of a display control method of another game according to an embodiment of the present application. Providing a graphical user interface through a terminal device, and displaying a game scene picture obtained by shooting a game scene through a virtual camera in the graphical user interface, where the game scene picture includes a first virtual character located in the game scene, and in response to a position change of the first virtual character in the game scene, adjusting a position of the virtual camera according to the position change to update the game scene picture, as shown in fig. 9, a display control method of another game provided in an embodiment of the present application further includes:
and S300, responding to the shot anchor point triggering operation, and determining a plurality of shot anchor points in the game scene.
S400, adjusting the position of the virtual camera according to the first virtual character and/or the movement of the plurality of lens anchor points. In this way, the first virtual character and the plurality of lens anchors are included in the game scene picture.
In the embodiment of the present application, there are two implementation manners for the shot anchor triggering operation for generating a plurality of shot anchors, one is to generate a plurality of shot anchors for performing a shot anchor triggering operation once, and the other is to generate a plurality of shot anchors by performing a plurality of shot anchor triggering operations. The following describes the above two implementations, respectively.
In a first implementation, multiple shot anchors may be generated in a game scene in response to a shot anchor triggering operation being performed multiple times.
Here, one shot anchor trigger operation generates one shot anchor. That is, a plurality of lens anchors are generated by repeatedly performing the lens anchor triggering operation in step S200 described above a plurality of times.
In a second implementation, multiple shot anchors are generated in a game scene in response to a shot anchor trigger operation.
Here, a plurality of lens anchors may be generated in response to one lens anchor triggering operation. For example, a plurality of lens anchors may be generated by performing the lens anchor triggering operation in step S200 described above once.
The steps for determining multiple shot anchors in a game scene are described below with reference to fig. 10.
Fig. 10 shows a flowchart of steps provided by an embodiment of the present application for generating multiple shot anchors. In this example, the plurality of lens anchors may include a first lens anchor and at least one second lens anchor.
Specifically, S110, in response to the lens anchor triggering operation, the first lens anchor is positioned on the target virtual object corresponding to the release position of the lens anchor triggering operation in the game scene. Here, the target virtual object is marked in advance.
In this step, the lens anchor trigger operation may include an operation for the first virtual character, and/or an operation for the target virtual object.
Here, the description of the lens anchor triggering operation in step S110 may refer to the description of the lens anchor triggering operation in step S200, and the same technical effect can be achieved, which is not described in detail herein.
And S120, detecting other virtual objects with the same marks as the target virtual object in the game scene.
In step S120, all virtual objects except the first virtual character and the target virtual object in the game scene may be detected, in an optional embodiment, the virtual objects within a certain range including the first virtual character in the game scene may be detected, the virtual objects within a certain range including the target virtual object in the game scene may be detected, or the virtual objects within a certain range including the first virtual character and the target virtual object in the game scene may be detected. In this way, the detection efficiency can be improved by narrowing the detection range of the virtual object.
And S130, generating at least one second lens anchor point in response to detecting other virtual objects with the same marks as the target virtual object in the game scene.
And S140, positioning at least one second lens anchor point on other virtual objects. Here, the number of second lens anchors coincides with the number of other virtual objects, i.e., one second lens anchor corresponds to one other virtual object.
For the case of generating multiple lens anchor points as described above, the manner of adjusting the position of the virtual camera according to the first virtual character and/or the movement of the multiple lens anchor points may include, but is not limited to, at least one of the following manners: controlling the observation center of the virtual camera to correspondingly change according to the first virtual role and/or the movement of the plurality of lens anchor points; and controlling the lens height of the virtual camera to change according to the first virtual character and/or the movement of the plurality of lens anchor points.
For example, for the case of multiple lens anchor points described above, the position of the viewing center of the virtual camera may be determined by: based on the positions of the first virtual character and the plurality of lens anchors in the game scene, a first target coordinate value in a first direction and a second target coordinate value in a second direction of the first virtual character and the plurality of lens anchors respectively are determined, and based on the first target coordinate value and the second target coordinate value, the position of the observation center of the virtual camera (i.e., the target observation position) is determined such that the game scene picture moves following the movement of the determined position of the observation center, that is, such that the game scene picture moves following the movement of the first virtual character and the plurality of lens anchors. For example, the coordinate position of the target observation position in the game scene is a first target coordinate value in the first direction and a second target coordinate value in the second direction.
For example, the first target coordinate value in the first direction may be determined by: and determining a third maximum coordinate value and a third minimum coordinate value of the first virtual character and the plurality of lens anchor points in the first direction, and obtaining a first target coordinate value in the first direction based on the third maximum coordinate value and the third minimum coordinate value. As an example, a mean value of the third maximum coordinate value and the third minimum coordinate value may be determined as the first target coordinate value in the first direction.
Further, the second target coordinate value in the second direction may be determined by: and determining a fourth maximum coordinate value and a fourth minimum coordinate value of the first virtual character and the plurality of lens anchor points in the second direction, and obtaining a second target coordinate value in the second direction based on the fourth maximum coordinate value and the fourth minimum coordinate value. As an example, a mean value of the fourth maximum coordinate value and the fourth minimum coordinate value may be determined as the second target coordinate value in the second direction.
For example, a reference coordinate origin may be preset in the game scene, and the position of the first virtual character in the game scene may refer to its coordinate position in the game scene relative to the reference coordinate origin, including coordinate values of the first virtual character in the first direction and coordinate values in the second direction. Accordingly, the position of each lens anchor point in the game scene may refer to its coordinate position in the game scene relative to the origin of reference coordinates, including the coordinate value of each lens anchor point in the first direction and the coordinate value in the second direction.
At this time, the maximum coordinate value may be selected from the coordinate values of the first virtual character in the first direction and the coordinate values of the plurality of lens anchors and determined as the third maximum coordinate value in the first direction, and the minimum coordinate value may be selected from the coordinate values of the first virtual character in the first direction and the coordinate values of the plurality of lens anchors and determined as the third minimum coordinate value in the first direction. Accordingly, a maximum coordinate value may be selected from the coordinate values of the first virtual character and the coordinate values of the plurality of lens anchors in the second direction, determined as a fourth maximum coordinate value in the second direction, and a minimum coordinate value may be selected from the coordinate values of the first virtual character and the coordinate values of the plurality of lens anchors in the second direction, determined as a fourth minimum coordinate value in the second direction.
In this case, the coordinate position (i.e., the target observation position) at which the first target coordinate value and the second target coordinate value correspond may be determined as the position of the observation center of the virtual camera. In this way, as the first virtual character and/or the plurality of lens anchor points move, the coordinate positions corresponding to the first target coordinate value and the second target coordinate value also move, and accordingly, the position of the observation center of the virtual camera also moves following the movement of the coordinate positions corresponding to the first target coordinate value and the second target coordinate value.
For example, for the case of the multiple lens anchor points, the lens height of the virtual camera may be controlled to change in the following manner: the position of the lens height of the virtual camera is changed according to a change in the distance between the first virtual character and the plurality of lens anchor points. For example, based on the positions of the first virtual character and the lens anchors in the game scene, a third distance between the first virtual character and the lens anchors in the first direction and a fourth distance between the first virtual character and the lens anchors in the second direction are determined, the lens height of the virtual camera is increased along with the increase of the third distance and/or the fourth distance between the first virtual character and the lens anchors, and the lens height of the virtual camera is reduced along with the decrease of the third distance and/or the fourth distance between the first virtual character and the lens anchors, so that the first virtual character and the lens anchors are included in the game scene picture.
It should be understood that, for the case of generating a plurality of lens anchor points, the two manners listed above for controlling the change in position of the virtual camera may be used individually or in combination, for example, the change in the viewing center of the virtual camera may be controlled individually, the change in the lens height of the virtual camera may be controlled individually, and both the viewing center and the lens height of the virtual camera may be controlled to change. In addition, although only two methods of controlling the change in the position of the virtual camera are described above, the present invention is not limited to this, and the game scene screen may be controlled to change correspondingly by changing the observation angle and the observation arrangement of the virtual camera.
In an alternative embodiment, in the case of generating a plurality of lens anchor points, the process of controlling the change of both the viewing center and the lens height of the virtual camera may be: controlling the observation center of the virtual camera to correspondingly change according to the movement of the first virtual character and/or the plurality of lens anchor points, detecting the distance between the first virtual character and the plurality of lens anchor points, determining whether the detected distance between the first virtual character and the plurality of lens anchor points is larger than the visual field limit distance of the virtual camera under the current lens height, if the detected distance between the first virtual character and the plurality of lens anchor points is determined not to be larger than the visual field limit distance of the virtual camera under the current lens height, returning to continue detecting the distance between the first virtual character and the plurality of lens anchor points, if it is determined that the detected distance between the first virtual character and the plurality of lens anchor points is greater than the view limit distance of the virtual camera at the current lens height, the lens height of the virtual camera is controlled to follow the corresponding change in the first virtual character and/or the movement of the plurality of lens anchor points.
Fig. 11 is a schematic diagram illustrating that positions of adjusting a viewing center and a lens height of a virtual camera according to an embodiment of the present application change correspondingly to a relationship between a first virtual character and positions of a plurality of lens anchor points.
As shown in fig. 11, the movement of the first virtual character and/or the plurality of lens anchors is tracked, a first target coordinate value of the first virtual character and the plurality of lens anchors in the first direction and a second target coordinate value of the first virtual character and the plurality of lens anchors in the second direction are calculated in real time, and the movement of the position of the observation center of the virtual camera is controlled according to the movement of the coordinate positions corresponding to the first target coordinate value and the second target coordinate value.
It should be understood that as the first virtual character and/or the plurality of lens anchor points move, the position of the lens height of the virtual camera may also be controlled to move therewith individually, or both the position of the viewing center of the virtual camera and the position of the lens height may be controlled to move therewith.
In the embodiment of the present application, the distances between the first virtual character and the plurality of lens anchors include a third distance in the first direction and a fourth distance in the second direction, and the view limit distance corresponding to the virtual camera includes a first view limit distance in the first direction and a second view limit distance in the second direction of the virtual camera. In this case, after controlling the position of the viewing center of the virtual camera to change, the position of the lens height of the virtual camera may be controlled to follow a corresponding change in the first virtual perspective and/or the movement of the plurality of lens anchor points in response to detecting that the third distance is greater than the first view limit distance of the virtual camera in the first direction at the current lens height, and/or the fourth distance is greater than the second view limit distance of the virtual camera in the second direction at the current lens height, and returning to continue detecting the distances between the first virtual character and the plurality of lens anchor points if the third distance is not greater than the first view limit distance of the virtual camera in the first direction at the current lens height and the fourth distance is not greater than the second view limit distance of the virtual camera in the second direction at the current lens height.
In a preferred embodiment, the lens anchor point, which is farthest from the first virtual character, of the plurality of lens anchor points may be further determined in response to detecting that the third distance is greater than a first view limit distance of the virtual camera in the first direction when the lens height reaches a maximum distance, and/or the fourth distance is greater than a second view limit distance of the virtual camera in the second direction when the lens height reaches the maximum distance; based on the first virtual character and other lens anchor points except the lens anchor point farthest away, adjusting the position of the observation center of the virtual camera, and/or adjusting the position of the lens height of the virtual camera.
Here, the third distance in the first direction may be determined by: and determining a third maximum coordinate value and a third minimum coordinate value of the first virtual character and the plurality of lens anchors in the first direction based on the positions of the first virtual character and the plurality of lens anchors in the game scene, and determining a third distance in the first direction based on the third maximum coordinate value and the third minimum coordinate value. For example, a difference value of the third maximum coordinate value and the third minimum coordinate value may be determined as a third distance in the first direction.
Further, the fourth distance in the second direction may be determined by: and determining a fourth maximum coordinate value and a fourth minimum coordinate value of the first virtual character and the plurality of lens anchors in the second direction based on the positions of the first virtual character and the plurality of lens anchors in the game scene, and determining a fourth distance in the second direction based on the fourth maximum coordinate value and the fourth minimum coordinate value. For example, a difference of the fourth maximum coordinate value and the fourth minimum coordinate value may be determined as a fourth distance in the second direction.
In response to detecting that the third distance is greater than a first view limit distance of the virtual camera in the first direction when the lens height reaches the maximum distance, and/or the fourth distance is greater than a second view limit distance of the virtual camera in the second direction when the lens height reaches the maximum distance, determining a lens anchor point of the plurality of lens anchor points that is farthest from the first virtual character, where the lens anchor point that is farthest from the first virtual character may be dropped from the plurality of lens anchor points, and adjusting the position of the viewing center of the virtual camera and/or the position of the lens height based on the first virtual character and the other lens anchor points other than the lens anchor point that is farthest from the first virtual character using the manner in which the viewing center and the lens height of the virtual camera are determined with the plurality of lens anchor points.
Fig. 12 is a schematic diagram illustrating adjustment of the position of the viewing center and the position of the lens height of the virtual camera based on the positional relationship between the first virtual character and the plurality of lens anchor points, provided in the embodiment of the present application.
In this example, for the case of generating multiple lens anchors, when the lens height of the virtual camera is at the maximum distance, all the lens anchors cannot be included, and the lens anchor farthest from the first virtual character is ignored. For example, a lens anchor point that is farthest from the first virtual character in the first direction and the second direction may be selected, the lens anchor point may be omitted, and the position of the viewing center of the virtual camera and/or the position of the lens height of the virtual camera may be recalculated.
For example, the lens anchor point farthest from the first virtual character may be determined by: and determining a fifth distance between the lens anchor point and the first virtual character in the first direction and a sixth distance between the lens anchor point and the first virtual character in the second direction, determining the maximum distance between the fifth distance and the sixth distance corresponding to all the lens anchor points, and determining the lens anchor point corresponding to the determined maximum distance as the lens anchor point farthest from the first virtual character.
The lens anchor point farthest from the first virtual character may be determined in other ways besides the above, for example, determining a reason for triggering exceeding the view limit distance, and determining the lens anchor point farthest from the first virtual character based on the determined reason. For example, if it is determined that the reason for triggering the exceeding of the view limit distance is in response to detecting that the third distance is greater than the first view limit distance in the first direction when the lens height reaches the maximum distance, the lens anchor corresponding to the maximum distance of the fifth distances corresponding to all the lens anchors is determined as the lens anchor farthest from the first virtual character. And if the reason for triggering exceeding the visual field limit distance is determined to be in response to detecting that the fourth distance is greater than a second visual field limit distance of the virtual camera in the second direction when the lens height reaches the maximum distance, determining the lens anchor point corresponding to the maximum distance in the sixth distances corresponding to all the lens anchor points as the lens anchor point farthest from the first virtual character.
In the embodiment of the application, the display form of the lens anchor point can be changed for distinguishing based on the difference of the type of the target virtual object located by the lens anchor point. For example, the display form of the lens anchor may be changed by changing at least one of a display color, a display shape, and a display transparency of the lens anchor.
In the embodiment of the present application, after the shot anchor point is generated, the shot anchor point may also be deleted.
For example, a corresponding shot anchor may be deleted based on a delete operation for the shot anchor. In addition to this, it is also possible to detect a change in state of a lens anchor, which is deleted in response to detecting the change in state of the lens anchor. For example, when a lens anchor is positioned on a virtual item located in a game scene, in response to detecting that the virtual item is picked up (e.g., detecting a pick-up operation for the virtual item) or that the virtual item is released (e.g., detecting a release operation for the virtual item), the lens anchor corresponding to the virtual item is deleted from the game scene.
Fig. 13 is a schematic diagram illustrating a delete shot anchor point provided in an embodiment of the present application.
As shown in fig. 13, there are a plurality of shot anchors in this example, and one shot anchor may be deleted from the game scene in response to receiving a deletion operation (such as a long press operation) for the one shot anchor. In this case, the position of the viewing center of the virtual camera and the position of the lens height may be newly determined based on the lens anchor point and the first virtual character that are retained in the game scene.
It should be understood that, in the above-described embodiment, the position of the virtual camera is adjusted with respect to the positional relationship between the first virtual character and the lens anchor, but the present application is not limited thereto, and for the case where a plurality of lens anchors are generated, in addition to adjusting the position of the virtual camera according to the positional relationship between the lens anchor and the first virtual character, the position of the virtual camera may also be adjusted to update the game scene screen according to the positional relationship between the plurality of lens anchors.
Based on the same inventive concept, the embodiment of the present application further provides a game display control device corresponding to the game display control method, and as the principle of solving the problem of the device in the embodiment of the present application is similar to that of the game display control method in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and repeated details are not repeated.
Referring to fig. 14, fig. 14 is a schematic structural diagram of a display control apparatus of a game according to an embodiment of the present application, in which a terminal device provides a graphical user interface, and a game scene picture obtained by shooting a game scene through a virtual camera is displayed in the graphical user interface, as shown in fig. 14, the display control apparatus 100 of the game includes:
and the first camera control module 101 is used for responding to the position change of the first virtual character in the game scene, and adjusting the position of the virtual camera according to the position change to update the game scene picture. Here, the first virtual character is a virtual character controlled by the player through the terminal device.
The anchor determination module 102 determines at least one lens anchor in the game scene in response to a lens anchor triggering operation.
And the second camera control module 103 adjusts the position of the virtual camera according to the position relationship between the first virtual character and the lens anchor point so as to update the game scene picture.
In an alternative embodiment, the lens anchor triggering operation is issued by the player to the terminal device, and the lens anchor triggering operation is used for generating a lens anchor in the game scene. For example, the lens anchor trigger operation may include an operation for a first virtual character or an operation for a target virtual object. The following description will be made for each of the above two cases.
In the first case, the lens anchor trigger operation includes an operation for a first virtual character. At this time, the anchor determination module 102 generates a lens anchor in response to the operation for the first virtual character.
In this case, the second camera control module 103 may control the lens anchor to follow the movement locus corresponding movement for the operation of the first virtual character.
In the second case, the lens anchor trigger operation comprises an operation on the target virtual object. At this time, the anchor determination module 102 generates a lens anchor in response to the operation on the target virtual object.
In an alternative embodiment, the second camera control module 103 may determine a release position of the lens anchor trigger operation in the game scene, locate the lens anchor on the target virtual object corresponding to the release position, and determine a position of the target virtual object in the game scene as a position of the lens anchor in the game scene.
For example, the second camera control module 103 may determine the target virtual object by one of: determining a virtual coordinate position corresponding to the release position in the game scene as a target virtual object; and determining one selected virtual object from a plurality of candidate virtual objects positioned in the target selection range of the game scene as a target virtual object. Here, the target selection range may be determined based on the release position.
For example, the second camera control module 103 may determine the target virtual object from the plurality of candidate virtual objects by: and selecting one virtual object from the candidate virtual objects according to the selection priority of each candidate virtual object to determine the virtual object as the target virtual object. Here, the selection priority is determined according to the type of the candidate virtual object and/or the distance between the candidate virtual object and the first virtual character.
In an alternative embodiment, the second camera control module 103 may adjust the position of the virtual camera according to the positional relationship of the first virtual character and the lens anchor point by at least one of: adjusting the position of the observation center of the virtual camera according to the movement of the first virtual character and/or the lens anchor point; the position of the lens height of the virtual camera is adjusted according to the first virtual character and/or the movement of the lens anchor point.
In an alternative embodiment, the second camera control module 103 may adjust the position of the center of view of the virtual camera according to the movement of the first virtual character and/or the lens anchor point by: determining a midpoint of a virtual connection line between the first virtual character and the lens anchor point; the midpoint is determined as the position of the observation center of the virtual camera so that the game scene picture changes correspondingly according to the movement of the midpoint.
In an alternative embodiment, the second camera control module 103 may adjust the position of the lens height of the virtual camera according to the movement of the first virtual character and/or the lens anchor point by: the method comprises the steps of increasing the lens height of a virtual camera to expand the range of a game scene displayed in a game scene picture along with the increase of the distance between a first virtual character and a lens anchor point, and decreasing the lens height of the virtual camera to reduce the range of the game scene displayed in the game scene picture along with the decrease of the distance between the first virtual character and the lens anchor point.
In an alternative embodiment, the second camera control module 103 may adjust the position of the viewing center of the virtual camera and the position of the lens height according to the movement of the first virtual character and/or the lens anchor point by: adjusting the position of the observation center of the virtual camera according to the movement of the first virtual character and/or the lens anchor point; and in response to the fact that the distance between the first virtual character and the lens anchor point is larger than the visual field limit distance of the virtual camera under the current lens height, adjusting the position of the lens height of the virtual camera, so that the first virtual character and the lens anchor point are included in the game scene picture obtained under the adjusted lens height.
In an alternative embodiment, the second camera control module 103 may adjust the position of the virtual camera by: determining a first distance between the first virtual character and the lens anchor point in a first direction and a second distance between the first virtual character and the lens anchor point in a second direction based on the positions of the first virtual character and the lens anchor point in the game scene; in response to detecting that the first distance is greater than a first view limit distance of the virtual camera in the first direction and/or the second distance is greater than a second view limit distance of the virtual camera in the second direction, adjusting a viewing center of the virtual camera according to a change in a position of the first virtual character in the game scene, for example, controlling the viewing center of the virtual camera to return to a default viewing position (e.g., where the first virtual character is located) and/or controlling a lens height of the virtual camera to return to a default lens height. Meanwhile, the lens anchor point can be adjusted to be displayed at a target position of the edge of the game scene picture, the target position is the intersection point of a virtual connecting line between the first virtual character and the lens anchor point and the edge, and the distance value between the lens anchor point and the first virtual character is displayed at the target position.
In an alternative embodiment, the lens anchor point may include a plurality of lens anchor points, and the anchor point determination module 102 may generate the multi-pseudo lens anchor point by one of: generating a plurality of lens anchors in response to a lens anchor triggering operation; and responding to the lens anchor point triggering operation executed for multiple times, and generating a plurality of lens anchor points, wherein one lens anchor point is correspondingly generated by one lens anchor point triggering operation.
In an alternative embodiment, the plurality of lens anchors may include a first lens anchor and at least one second lens anchor, at which point the anchor determination module 102 may generate the plurality of lens anchors in response to a lens anchor trigger operation by: in response to a lens anchor triggering operation, positioning a first lens anchor on a target virtual object corresponding to a release position of the lens anchor triggering operation in a game scene, wherein the target virtual object is marked in advance; and generating at least one second lens anchor point in response to detecting other virtual objects with the same marks as the target virtual object in the game scene, and respectively positioning the at least one second lens anchor point on the other virtual objects, wherein the number of the second lens anchor points is consistent with that of the other virtual objects.
In an alternative embodiment, the second camera control module 103 may determine the position of the center of view of the virtual camera by: determining a first target coordinate value of the first virtual character and the plurality of lens anchors in a first direction and a second target coordinate value of the first virtual character and the plurality of lens anchors in a second direction based on the positions of the first virtual character and the plurality of lens anchors in the game scene; based on the first target coordinate value and the second target coordinate value, a position of a viewing center of the virtual camera is determined.
In an alternative embodiment, the second camera control module 103 may adjust the position of the viewing center and/or the position of the lens height of the virtual camera by: determining a third distance between the first virtual character and the plurality of lens anchors in the first direction and a fourth distance between the first virtual character and the plurality of lens anchors in the second direction based on the positions of the first virtual character and the plurality of lens anchors in the game scene; in response to detecting that the third distance is greater than a first view limit distance of the virtual camera in a first direction when the lens height reaches a maximum distance, and/or the fourth distance is greater than a second view limit distance of the virtual camera in a second direction when the lens height reaches the maximum distance, determining a lens anchor point of the plurality of lens anchor points that is farthest away from the first virtual character; based on the first virtual character and other lens anchor points except the lens anchor point farthest away, the position of the viewing center of the virtual camera and/or the position of the lens height is adjusted.
Referring to fig. 15, fig. 15 is a schematic structural diagram of an electronic device according to an embodiment of the present disclosure. As shown in fig. 15, the electronic device 300 includes a processor 310, a memory 320, and a bus 330.
The memory 320 stores machine-readable instructions executable by the processor 310, when the electronic device 300 runs, the processor 310 communicates with the memory 320 through the bus 330, and when the machine-readable instructions are executed by the processor 310, the steps of the game display control method in the method embodiments shown in fig. 2 to 13 may be executed.
An embodiment of the present application further provides a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the method for controlling display of a game in the method embodiments shown in fig. 2 to 13 may be executed.
It is clear to those skilled in the art that, for convenience and brevity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one logical division, and there may be other divisions when actually implemented, and for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or units through some communication interfaces, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (20)

1. A display control method of a game, characterized in that a graphical user interface is provided by a terminal device, and a game scene picture obtained by shooting a game scene with a virtual camera is displayed in the graphical user interface, the method further comprising:
responding to the position change of a first virtual character in the game scene, and adjusting the position of the virtual camera according to the position change to update the game scene picture, wherein the first virtual character is a virtual character controlled by a player through the terminal equipment;
determining at least one lens anchor point in the game scene in response to a lens anchor point triggering operation;
and adjusting the position of the virtual camera according to the position relation between the lens anchor point and the first virtual character so as to update the game scene picture.
2. The display control method of claim 1, wherein the step of determining at least one shot anchor in the game scene in response to a shot anchor triggering operation comprises one of:
generating a lens anchor in response to an operation directed to the first virtual character, and moving the generated lens anchor to position the generated lens anchor on a target virtual object;
in response to an operation on a target virtual object in the game scene, a lens anchor point is generated, and the generated lens anchor point is positioned on the target virtual object, wherein the target virtual object comprises a second virtual character and/or a virtual coordinate position.
3. The display control method according to claim 2, wherein the operation for the first avatar includes a long press operation,
generating a lens anchor in response to an operation directed to the first virtual character, and moving the generated lens anchor to position the generated lens anchor on a target virtual object includes:
responding to the long-press operation, and generating a lens anchor point at a position corresponding to the long-press operation;
and keeping the long-press operation and sliding in the game scene so as to enable the generated lens anchor point to correspondingly move along with the sliding track, and positioning the generated lens anchor point to the target virtual object.
4. The display control method according to claim 2, wherein the generated lens anchor point is positioned on the target virtual object by:
determining a release position of the lens anchor point trigger operation in the game scene, positioning the lens anchor point on a target virtual object corresponding to the release position, and determining the position of the target virtual object in the game scene as the position of the lens anchor point.
5. The display control method according to claim 4, wherein the target virtual object is determined by one of:
determining a virtual coordinate position corresponding to the release position in the game scene as the target virtual object;
determining a selected one of a plurality of candidate virtual objects located within a target selection range of the game scene as the target virtual object, the target selection range being determined based on the release position.
6. The display control method according to claim 5, wherein the target virtual object is determined from the plurality of candidate virtual objects by:
selecting one virtual object from the plurality of candidate virtual objects to be determined as the target virtual object according to a selection priority of each candidate virtual object, wherein the selection priority is determined according to the type of the candidate virtual object and/or the distance between the candidate virtual object and the first virtual character.
7. The display control method according to claim 1, wherein the step of adjusting the position of the virtual camera to update the game scene screen in accordance with the positional relationship between the lens anchor point and the first virtual character includes:
determining weight values corresponding to the lens anchor point and the first virtual role respectively;
and adjusting the position of the virtual camera according to the weight value.
8. The display control method according to claim 1, wherein the position of the virtual camera includes a position of a viewing center of the virtual camera and a position of a lens height of the virtual camera,
the step of adjusting the position of the virtual camera according to the position relationship between the lens anchor point and the first virtual character to update the game scene picture comprises at least one of the following steps:
according to the first virtual character and/or the movement of the lens anchor point, adjusting the position of the observation center of the virtual camera to update the game scene picture, wherein the observation center refers to the position of the virtual camera projected into the game scene;
and according to the first virtual character and/or the movement of the lens anchor point, adjusting the position of the lens height of the virtual camera to update the game scene picture, wherein the lens height refers to the height of the virtual camera relative to the observation center.
9. The display control method according to claim 8, wherein the step of adjusting the position of the observation center of the virtual camera to update the game scene picture in accordance with the first virtual character and/or the movement of the lens anchor point includes:
determining a midpoint of a virtual line between the first virtual character and the lens anchor point;
and determining the midpoint as the position of the observation center of the virtual camera, so that the game scene picture correspondingly changes according to the movement of the midpoint.
10. The display control method according to claim 8, wherein the step of adjusting the position of the lens height of the virtual camera to update the game scene picture in accordance with the first virtual character and/or the movement of the lens anchor point includes:
increasing the lens height of the virtual camera to expand the range of the game scene displayed in the game scene picture as the distance between the first virtual character and the lens anchor point increases, and decreasing the lens height of the virtual camera to reduce the range of the game scene displayed in the game scene picture as the distance between the first virtual character and the lens anchor point decreases.
11. The display control method according to claim 8, wherein the step of adjusting the position of the virtual camera to update the game scene screen in accordance with the positional relationship between the lens anchor point and the first virtual character includes:
adjusting the position of the observation center of the virtual camera according to the first virtual character and/or the movement of the lens anchor point;
and in response to the fact that the distance between the first virtual character and the lens anchor point is larger than the view limit distance of the virtual camera under the current lens height, adjusting the position of the lens height of the virtual camera, so that the first virtual character and the lens anchor point are included in a game scene picture obtained under the adjusted lens height.
12. The display control method according to claim 8, further comprising:
determining a first distance in a first direction and a second distance in a second direction between the first virtual character and the lens anchor point based on the position of the first virtual character and the lens anchor point in the game scene;
in response to detecting that the first distance is greater than a first view limit distance of the virtual camera in the first direction and/or the second distance is greater than a second view limit distance of the virtual camera in the second direction, adjusting a viewing center of the virtual camera according to a change in position of the first virtual character in the game scene and/or controlling a lens height of the virtual camera to return to a default lens height.
13. The display control method according to claim 12, further comprising:
adjusting the lens anchor point to be displayed at a target position of an edge of the game scene picture while adjusting the observation center of the virtual camera and/or controlling the lens height of the virtual camera to be restored to a default lens height, wherein the target position is an intersection point of a virtual connecting line between the first virtual character and the lens anchor point and the edge, and a distance value between the lens anchor point and the first virtual character is displayed at the target position.
14. The display control method of claim 8, wherein the shot anchor comprises a plurality of shot anchors, the plurality of shot anchors generated by one of:
determining the plurality of lens anchors in the game scene in response to the lens anchor triggering operation;
and determining the plurality of lens anchors in response to a plurality of times of executed lens anchor triggering operations, wherein one lens anchor triggering operation generates one lens anchor correspondingly.
15. The display control method according to claim 14, wherein the plurality of lens anchors includes a first lens anchor and at least one second lens anchor,
wherein, in response to the lens anchor triggering operation, determining the plurality of lens anchors in the game scene comprises:
in response to the lens anchor trigger operation, locating the first lens anchor on a target virtual object corresponding to a release position of the lens anchor trigger operation in the game scene, the target virtual object being pre-marked;
in response to detecting other virtual objects in the game scene having the same mark as the target virtual object, generating the at least one second lens anchor, the number of which is consistent with the number of the other virtual objects, and positioning the at least one second lens anchor on the other virtual objects.
16. The display control method according to claim 14, characterized in that the position of the observation center of the virtual camera is determined by:
determining a first target coordinate value in a first direction and a second target coordinate value in a second direction of the first virtual character and the plurality of lens anchors respectively based on positions of the first virtual character and the plurality of lens anchors in the game scene;
determining a position of a viewing center of the virtual camera based on the first target coordinate value and the second target coordinate value.
17. The display control method according to claim 16, further comprising:
determining a third distance in the first direction and a fourth distance in the second direction of the first virtual character and the plurality of lens anchors respectively based on the positions of the first virtual character and the plurality of lens anchors in the game scene;
in response to detecting that the third distance is greater than a first view limit distance in the first direction of the virtual camera when a lens height reaches a maximum distance, and/or the fourth distance is greater than a second view limit distance in the second direction of the virtual camera when a lens height reaches a maximum distance, determining a lens anchor point of the plurality of lens anchor points that is farthest from the first virtual character;
adjusting a position of a viewing center of the virtual camera and/or adjusting a position of a lens height of the virtual camera based on the first virtual role and other lens anchor points except the lens anchor point farthest away.
18. A display control apparatus for a game, characterized in that a graphical user interface is provided by a terminal device, and a game scene picture obtained by photographing a game scene with a virtual camera is displayed in the graphical user interface, the apparatus comprising:
the first camera control module is used for responding to the position change of a first virtual character in the game scene, and adjusting the position of the virtual camera according to the position change so as to update the game scene picture, wherein the first virtual character is a virtual character controlled by a player through the terminal equipment;
an anchor point determining module, responsive to a shot anchor point triggering operation, determining at least one shot anchor point in the game scene;
and the second camera control module is used for adjusting the position of the virtual camera according to the position relation between the lens anchor point and the first virtual role so as to update the game scene picture.
19. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the method according to any one of claims 1 to 17.
20. A computer-readable storage medium, having stored thereon a computer program which, when being executed by a processor, is adapted to carry out the steps of the method according to any one of claims 1 to 17.
CN202110801748.1A 2021-07-15 Game display control method and device, storage medium and electronic equipment Active CN113440846B (en)

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