CN113440846B - 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
CN113440846B
CN113440846B CN202110801748.1A CN202110801748A CN113440846B CN 113440846 B CN113440846 B CN 113440846B CN 202110801748 A CN202110801748 A CN 202110801748A CN 113440846 B CN113440846 B CN 113440846B
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virtual
lens
game scene
anchor point
virtual camera
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CN113440846A (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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    • 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 device, a storage medium and an electronic device, wherein a graphical user interface is provided by a terminal device, a game scene picture obtained by shooting a game scene by a virtual camera is displayed in the graphical user interface, and the method further comprises the following steps: responsive to a change in position of the first virtual character in the game scene, adjusting a position of the virtual camera according to the change in position to update a game scene picture; determining at least one shot anchor point in the game scene in response to the shot 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. The application 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 character, thereby improving the flexibility and the observation efficiency of observing the game scene.

Description

Game display control method and device, storage medium and electronic equipment
Technical Field
The present application relates to the field of virtual environments, and more particularly, to a game display control method, a game display control device, a computer-readable storage medium, and an electronic apparatus.
Background
At present, in many games with a emperor view angle (also called a third person), a game scene picture displayed on a terminal device is generally a picture obtained by observing a game scene by taking 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. For the game scene picture displayed by any one of the terminal devices, the virtual camera corresponding to the master player character is collected in the game scene, namely, the positions of the virtual camera and the master player character are bound, 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, the viewing angle of the emperor is in a overlook relationship, the viewing range of the virtual camera is limited, a player can only see the surrounding game scenes through the game scene picture, and cannot see a game scene which is a little farther, so that the player can hardly fight and continuously pay attention to certain important targets, and the attention targets are easy to move out of the screen due to the limited viewing range of the game scene picture, as shown in fig. 1. In addition, when the enemy virtual character is located at the edge of the visual field in a certain direction, it is difficult to see the position, state, action and other picture information of the enemy virtual character, and when the picture information of the enemy virtual character can be seen clearly, the distance between the enemy virtual character and the master player character is very short, so that the master player character cannot make an effective reaction in time.
It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the application and thus may include information that does not form the prior art that is already known to those of ordinary skill in the art.
Disclosure of Invention
Accordingly, an object of the present application is to provide a game display control method, apparatus, storage medium, and electronic device, which can enable a position of a virtual camera to correspondingly change along with a positional relationship between a lens anchor point and a first virtual character, solve the problems of fixed field of view and/or limited field of view observed by the virtual camera in the prior art, and achieve the effect of improving flexibility and observation efficiency of observing a game scene.
The embodiment of the application also provides a game display control method, a graphical user interface is provided by the terminal equipment, and a game scene picture obtained by shooting a game scene by a virtual camera is displayed in the graphical user interface, and 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 shot anchor in the game scene in response to a shot anchor 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 implementation, in response to a shot anchor triggering operation, the step of determining at least one shot anchor in the game scene may include one of: generating a shot anchor point in response to the operation aiming at the first virtual role, and moving the generated shot anchor point to position the generated shot anchor point on the target virtual object; in response to an operation on a target virtual object in the game scene, a shot anchor is generated, and the generated shot anchor is positioned on the target virtual object, wherein the target virtual object comprises a second virtual role and/or a virtual coordinate position.
In one possible implementation, the operation for the first virtual character may include a long press operation, and the step of generating a lens anchor in response to the operation for 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 maintaining the long press operation and sliding in the game scene so that the generated lens anchor point correspondingly moves along with the sliding track, and positioning the generated lens anchor point on the target virtual object.
In one possible implementation, the generated shot anchor may be located on the target virtual object by: and determining a release position of the shot anchor trigger operation in the game scene, positioning the shot anchor 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 shot anchor.
In one possible implementation, the target virtual object may be determined by one of the following ways: determining a virtual coordinate position corresponding to the release position in the game scene as the target virtual object; and determining one virtual object selected from a plurality of candidate virtual objects located within a target selection range of the game scene as the target virtual object, wherein the target selection range is determined based on the release position.
In one possible implementation, the target virtual object may be determined from the plurality of candidate virtual objects by: and selecting one virtual object from the plurality of candidate virtual objects according to the 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 implementation, 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: 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 one possible implementation, 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 based on the positional relationship of the lens anchor and the first virtual character may include at least one of: according to the movement of the first virtual character and/or the lens anchor point, adjusting the position of an 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 adjusting the position of the lens height of the virtual camera to update the game scene picture according to the movement of the first virtual character and/or the lens anchor point, wherein the lens height refers to the height of the virtual camera relative to the observation center.
In one possible implementation, the step of adjusting the position of the viewing center of the virtual camera to update the game scene picture according to the movement of the first virtual character and/or the lens anchor point may include: determining the midpoint of a virtual connecting 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 implementation, the step of adjusting the position of the lens height of the virtual camera to update the game scene picture according to the movement of the first virtual character and/or the lens anchor point may include: and increasing the lens height of the virtual camera to enlarge the range of the game scene displayed in the game scene picture along with the increase of the distance between the first virtual character and the lens anchor point, and reducing 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 one possible implementation, 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: according to the movement of the first virtual character and/or the lens anchor point, adjusting the position of the observation center of the virtual camera; and in response to detecting that the distance between the first virtual character and the lens anchor point is greater than the visual field limit distance of the virtual camera at the current lens height, adjusting the position of the lens height of the virtual camera so that the game scene picture obtained at the adjusted lens height comprises the first virtual character and the lens anchor point.
In one possible embodiment, the display control method 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 field-of-view limit distance of the virtual camera in the first direction and/or the second distance is greater than a second field-of-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 embodiment, the display control method may further include: and adjusting the lens anchor point to be displayed at a target position of the 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 the intersection point of a virtual connecting line between the first virtual character and the lens anchor point and the edge, and displaying the distance value between the lens anchor point and the first virtual character at the target position.
In one possible implementation, the shot anchor may include a plurality of shot anchors that may be generated by one of: determining the plurality of shot anchors in the game scene in response to the shot anchor triggering operation; and determining a plurality of shot anchor points in response to the shot anchor point triggering operation which is executed for a plurality of times, wherein one shot anchor point triggering operation correspondingly generates one shot anchor point.
In one possible implementation, the plurality of shot anchors may include a first shot anchor and at least one second shot anchor, wherein in response to the shot anchor triggering operation, determining the plurality of shot anchors in the game scene may include: responding to the shot anchor trigger operation, positioning the first shot anchor on a target virtual object corresponding to a release position of the anchor trigger operation in the game scene, wherein the target virtual object is marked in advance; and generating the 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 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 one possible implementation, the position of the viewing center of the virtual camera may be determined by: determining a first target coordinate value of the first virtual character and the plurality of lens anchor points in a first direction and a second target coordinate value of the first virtual character and the plurality of lens anchor points in a second direction based on the positions of the first virtual character and the plurality of lens anchor points in the game scene; and determining the position of the observation center of the virtual camera based on the first target coordinate value and the second target coordinate value.
In one possible embodiment, the display control method may further include: determining a third distance in the first direction and a fourth distance in the second direction between the first virtual character and the plurality of lens anchor points based on the positions of the first virtual character and the plurality of lens anchor points in the game scene; determining a lens anchor point of the plurality of lens anchor points that is farthest from the first virtual character in response to detecting that the third distance is greater than a first field-of-view limit distance in the first direction when the lens height reaches a maximum distance, and/or that the fourth distance is greater than a second field-of-view limit distance in the second direction when the lens height reaches a maximum distance; adjusting the position of the observation center of the virtual camera and/or adjusting the position of the lens height of the virtual camera based on the first virtual character and other lens anchor points except the lens anchor point farthest from the first virtual character.
The embodiment of the application also provides a game display control device, which provides a graphic user interface through terminal equipment and displays a game scene picture obtained by shooting a game scene through a virtual camera in the graphic user interface, and the device comprises: the first camera control module responds to the position change of a first virtual character in the game scene, and adjusts 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; the anchor point determining module is used for determining at least one shot anchor point in the game scene in response to the shot anchor point triggering operation; and the second camera control module adjusts 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.
The embodiment of the application also provides electronic equipment, which comprises: the system comprises a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, the processor and the memory are communicated through the bus when the electronic device runs, and the machine-readable instructions are executed by the processor to execute the steps of the display control method of the game.
The embodiment of the present application also provides a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the display control method of a game as described above.
The method, the device, the storage medium and the electronic equipment for controlling the game display provided by the embodiment of the application provide a graphical user interface through the terminal equipment, 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 shot anchor in the game scene in response to a shot anchor 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 character, and improves the flexibility and the observation efficiency of observing the game scene.
In order to make the above 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 needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of a prior art game scene screen display;
FIG. 2 is a flowchart of a method for controlling display of a game according to an embodiment of the present application;
FIG. 3 is a schematic diagram of generating a shot anchor according to an embodiment of the present application;
FIG. 4 is a flowchart showing steps provided for adjusting the position of the viewing center of a virtual camera in accordance with an embodiment of the present application;
fig. 5 is a schematic diagram showing a corresponding change of a position of an observation center of a virtual camera along with a position relationship between a first virtual character and a lens anchor point according to an embodiment of the present application;
FIG. 6 is a flowchart showing steps provided for adjusting the position of the viewing center and the lens height of a virtual camera in accordance with an embodiment of the present application;
fig. 7 and 8 are schematic diagrams showing adjusting positions of a viewing center and a lens height of a virtual camera according to an embodiment of the present application;
FIG. 9 is a flowchart showing another game display control method according to an embodiment of the present application;
FIG. 10 is a flowchart illustrating steps for generating multiple shot anchors provided by an embodiment of the present application;
Fig. 11 is a schematic diagram showing a corresponding change of a position of an observation center and a position of a lens height of an adjustment virtual camera according to a position relationship between a first virtual character and a plurality of lens anchor points according to an embodiment of the present application;
Fig. 12 is a schematic diagram showing adjusting the position of the observation 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 according to the embodiment of the present application;
FIG. 13 is a schematic diagram of deleting a shot anchor according to an embodiment of the present application;
Fig. 14 is a schematic structural view showing a display control apparatus for a game according to an embodiment of the present application;
fig. 15 shows a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. Based on the embodiments of the present application, every other embodiment obtained by a person skilled in the art without making any inventive effort falls within the scope of protection 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/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. in addition to the listed elements/components/etc.; the terms "first" and "second" and the like are used merely as labels, and are not intended to limit the number of their objects.
It should be understood that in embodiments of the present application, "at least one" means one or more and "a plurality" means two or more. "and/or" is merely an association relationship describing an association object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. "comprising A, B and/or C" means comprising any 1 or any 2 or 3 of A, B, C.
It should be understood that in embodiments of the present application, "B corresponding to a", "a corresponding to B", or "B corresponding to a" means that B is associated with a from which B may be determined. Determining B from a does not mean determining B from a alone, but may also determine B from a and/or other information.
Currently, in a game with a emperor view angle (also called a third person), the rotation of the lens and the height of the lens of the virtual camera are locked, for example, in a manner that a game scene picture displayed on the terminal device is a picture obtained by taking a master virtual character as an observation center and observing the game scene, that is, the virtual camera is bound with the position of the master virtual character, and the observation center of the virtual camera moves along with the movement of the position of the master virtual character; alternatively, the lens of the virtual camera is entirely blocked, for example, a cross-over type game.
Since the field of view of the game scene of the existing emperor visual angle game is fixed and the field of view is relatively small, the game scene is unfavorable for observing the position, state, action and other picture information of the enemy virtual character or the virtual prop. 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 reaction in time.
Based on this, the embodiment of the application provides a game display control method, a game display control device, a storage medium and an electronic device, which can generate a lens anchor point in a game scene and enable the position of a virtual camera to correspondingly change along with the change of the position relation between a first virtual character and the lens anchor point, so as to improve the flexibility and the observation efficiency of a player to observe the game scene.
In order to facilitate understanding of the present embodiment, the following describes in detail a game display control method, a device, a storage medium, and an electronic apparatus provided in the embodiments of the present application.
Referring to fig. 2, fig. 2 is a flowchart of a game display control method according to an embodiment of the 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, as shown in fig. 2, the game display control method provided by the embodiment of the application comprises the following steps:
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 so as to update the game scene picture. Here, the first virtual character is a virtual character that the player controls through the terminal device.
S200, determining at least one shot anchor point in the game scene in response to the shot anchor point triggering operation.
And S300, 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.
By the game display control method, the position of the virtual camera can correspondingly change along with the change of the position relation of the first virtual character and the lens anchor point, and the flexibility and the observation efficiency for observing the game scene are effectively improved.
The terminal device according to the embodiment of the present application mainly refers to an intelligent device for providing a game scene picture and capable of controlling and operating 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, gaming machines, MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image expert compression standard audio plane 4) players, personal Digital Assistants (PDAs), electronic book readers, etc. The terminal device has installed and running therein an application program supporting a game scene, such as an application program supporting a three-dimensional game scene. The application may include, but is not limited to, any of a virtual reality application, a three-dimensional map application, a military simulation application, MOBA games, a multiplayer gunfight survival game, a Third person shooter game (TPS, third-Personal Shooting Game). Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game, or a network-on-line application.
The game scene screen is a screen corresponding to at least one observation mode for observing a game scene. Here, the at least one observation means may include, but is not limited to: viewing angle, viewing configuration (e.g., whether to turn on a night vision device), viewing center, viewing angle. By way of example, a game scene picture may refer to a picture obtained by observing a game scene with a certain virtual object or a certain coordinate position in the game scene as an observation center and an observation angle having a certain lens height. The game scene screen is a two-dimensional screen displayed on a screen of the terminal device after the three-dimensional game scene is acquired. The shape of the game scene picture is illustratively determined according to the shape of the screen of the terminal device or according to the shape of the user interface of the application supporting the game scene. Taking the example that the screen of the terminal device is rectangular, the game scene picture is also displayed as a rectangular picture.
A game scenario refers to a virtual environment that an application program displays (or provides) while running on a terminal device. The game scene can be a simulation world of a real world, a half-simulation half-fictional three-dimensional world, or a pure 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 for virtual environment combat between at least two virtual characters, with virtual resources available for use by the at least two virtual characters in the game scenario.
Virtual objects refer to movable objects and 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, a cartoon character, which may be configured to perform a virtual action according to game instructions received by the terminal device. The non-movable object may be a location in a virtual prop, virtual task, virtual environment. Alternatively, when the game scene is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each having its own shape and volume in the three-dimensional virtual environment, 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, which implements different external figures by wearing different skins. In some implementations, the avatar may also be implemented using a 2.5-dimensional or 2-dimensional model, as embodiments of the application are not limited in this regard.
The terminal device may be a device with a touch screen, for example, in which case the lens anchor triggering operation may be a touch operation performed on the touch screen. However, the present application is not limited thereto, and the above-described lens anchor triggering operation may be an operation received through an external input device (e.g., a keyboard and/or a mouse) connected to the terminal device.
The steps of the foregoing examples provided in the embodiments of the present application will be described below by taking an example in which the foregoing method is applied to a terminal device.
In step S100, the game scene frame is a frame obtained by observing a game scene with a view angle (the above-mentioned emperor view angle or the third person' S view angle) corresponding to the virtual character, where the game scene frame 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 a game instruction received by the first terminal device.
Here, the first terminal device may refer to a terminal used by the first user, and the first user controls the first virtual character located in the game scene to perform the virtual action using the first terminal device. As an example, a plurality of human-machine interaction controls, such as a movement control, a skill release control, an attack button, and the like, may be presented in the game scene screen.
Illustratively, each virtual character has a one-to-one correspondence to a 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 picture collected by the virtual camera changes along with the change of the position of the first virtual character.
In an 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, a position of a lens height of the virtual camera. In this step, the observation center of the virtual camera is a 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. In this step, the virtual camera adopts a default lens height, that is, the game scene screen in step S100 is a screen obtained by observing the game scene by the virtual camera with the first virtual character as an observation center and the default lens height.
For example, the virtual camera may look down at the first virtual character at an oblique angle, and in this case, the game scene picture is a picture obtained by observing the game scene at an oblique angle with the virtual camera taking the first virtual character as an observation center and having an observation 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 dynamic change of the visual field of a game scene picture is realized, a user can obtain a larger and variable visual field range in a game scene, and more information of other virtual objects is seen.
Each user controls one virtual object in the three-dimensional virtual environment using a client. For a game picture displayed by any client, a camera model corresponding to the virtual object is collected in a three-dimensional virtual environment. In general, the camera model is arranged at a position with a height h from the ground in the three-dimensional virtual environment, and the camera model is inclined at a certain angle to downward look down to collect images.
In step S200, the shot anchor trigger operation is issued to the terminal device by the player, and, taking the example that the first virtual character is configured to execute the virtual action according to the game instruction received by the first terminal device, the shot anchor trigger operation may be issued to the first terminal device by the first user. The shot anchor triggering operation is used to determine at least one shot anchor in the game scene, which may include, but is not limited to, an operation for a first virtual character, or an operation for a target virtual object, for example. The following description will be made for the above two cases, respectively.
In the first case, the shot anchor triggering operation includes an operation for the first virtual character. At this time, a shot anchor is generated in response to the operation for the first virtual character.
In embodiments of the present application, the first virtual character may be a virtual character that is manipulated (controlled) by the player, but does not exclude the possibility that the first virtual character is controlled by other applications or artificial intelligence modules. Here, the activity of the first virtual character in the game scene may be controlled according to the received player operation (or man-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: body posture adjustment, walking, riding, running, jumping, climbing, driving, lying down, attacking, skill release, prop picking and message sending.
As an example, the operation for the first virtual character may include, but is not limited to, a long press operation, a click operation (a single click operation or a double click operation), and a lens anchor is generated in response to the above operations.
In this case, the movement of the lens anchor point can be controlled by: the control lens anchor point moves correspondingly along the movement track of the operation aiming at the first virtual character.
Fig. 3 is a schematic diagram showing the generation of a lens anchor point according to the embodiment of the present application, in this example, taking the above operation for the first virtual character a as an example of a long press operation, assuming that the terminal device is a touch screen device, in response to the long press operation for 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), the long press operation is maintained and slides in the game scene, so that the generated lens anchor point B moves correspondingly along the sliding track, that is, is equivalent to the lens anchor point B generated without loosening the sliding drag of the finger, 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 finger touch position.
For the case that the shot anchor triggers an operation to be an operation for the first virtual character, after generating the shot anchor, the display control method may further include: and positioning the generated shot anchor point on the target virtual object.
Illustratively, the generated shot anchor may be located on the target virtual object by: and determining a release position of the shot anchor trigger operation in the game scene, positioning the shot anchor 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 shot anchor.
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 a shot anchor point triggering operation in the game scene as a target virtual object; and determining one virtual object selected 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 shot anchor trigger operation in the game scene. For example, a predetermined range including the release position may be determined as the target selection range, and, illustratively, a circular range centering on the release position with a predetermined length as a radius 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 than a circle, a rectangle, an ellipse, or the like, which is not limited in the present 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 plurality of candidate virtual objects according to the selection priority of each candidate virtual object, and determining the virtual object as a target virtual object. For example, the selection priority may be determined according to the type of the candidate virtual object and/or the distance between the candidate virtual object and the first virtual character.
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 based on the type of candidate virtual object, the type of candidate virtual object may include, but is not limited to, an active object, such as a virtual character, and an inactive object, wherein the selection priority of the active object is higher than the selection priority of the inactive object, such as a virtual prop.
For the case that the target virtual object is a movable object, after the generated shot anchor point is positioned on the target virtual object, the position of the shot anchor point in the game scene changes synchronously with the position of the target virtual object in the game scene. That is, the shot anchor is caused to move following the movement of the target virtual object in the game scene.
In the second case, the shot anchor triggering operation includes an operation for a target virtual object in the game scene. At this time, a lens anchor is generated in response to an operation for the target virtual object.
The game scene screen may include a first virtual character and a target virtual object located in the game scene, which may include movable objects and/or non-movable objects, as examples.
Illustratively, the movable object may include a second virtual character. Here, the second virtual character may be configured to perform a virtual action according to a game instruction received by the second terminal device, which may refer to a terminal used by the second user, and the second user controls the second virtual character located in the game scene to perform the virtual action using the second terminal device. An application program supporting a game scene is also installed and operated in the second terminal device, and when the second terminal device operates the application program, a user graphical interface is also displayed on a 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, have a friend relationship, or have temporary communication authority. In addition, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have hostile relationships. Or the second virtual character may be a non-player-operated character (e.g., NPC).
Alternatively, 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 refer broadly to one of the plurality of terminal devices, and the second terminal device may refer broadly to another of the plurality of terminal devices, with the embodiments of the present application being illustrated with respect to only the first terminal device and the second terminal device. 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 smart phone, a tablet computer, a portable computer, a desktop computer, a game console, an MP4 player, a PDA, an electronic 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 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, the updated application program installation package is transmitted 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 realize the installation and/or update of the application program.
The first terminal device, the second terminal device and the other terminal devices are connected with the server through a wireless network or a wired network.
The server includes 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 service for application programs supporting the three-dimensional virtual environment. Optionally, the server takes over primary computing work and the terminal device takes over secondary computing work; or the server bears secondary computing work, and the terminal equipment bears primary computing work; or the server and the terminal equipment adopt a distributed computing architecture to perform cooperative computing.
By way of example, the virtual coordinate location may refer to a location of a virtual element in the game scene, e.g., a coordinate location of a virtual prop in the game scene, a coordinate location of a virtual task in the game scene, a coordinate location of a virtual building in the game scene.
For example, the non-movable object may include a virtual coordinate location, which may refer to a location of a virtual element in the game scene, e.g., a coordinate location of a virtual prop in the game scene, a coordinate location of a virtual task in the game scene, a coordinate location of a virtual building in the game scene.
As an example, operations for the target virtual object may include, but are not limited to, a long press operation, a click operation (single click operation or double click operation), and a lens anchor is generated in response to the above operations.
In this case, the generated shot anchor may be located on the target virtual object, and the location of the target virtual object in the game scene may be determined as the location of the shot anchor in the game scene.
In step S300, the position of the virtual camera is adjusted according to the positional relationship between the first virtual character and the lens anchor point to update the game scene image, so that the game scene image includes the first virtual character and the lens anchor point.
In an alternative embodiment, weight values may be set for the lens anchor point 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 point and the first virtual character.
Specifically, weight values corresponding to the lens anchor point and the first virtual character are determined, and the position of the virtual camera is adjusted according to the weight values.
In one case, the weight values corresponding to the lens anchor point and the first virtual character are different.
In this case, the larger weight may be determined from among the lens anchor point and the first virtual character, and the position of the virtual camera may be adjusted to be close to the larger weight. For example, the greater the weight value, the closer the position of the virtual camera is to the position of the party having the greater weight value, and the farther the position of the party having the smaller weight value is.
In another case, the weight values corresponding to the lens anchor point and the first virtual character 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, a position of a lens height of the virtual camera, in which case adjusting the position of the virtual camera to update the game scene picture according to the positional relationship of the first virtual character and the lens anchor may include, but is not limited to, at least one of a position of a viewing center of the virtual camera, 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 picture according to the movement of the first virtual character and/or the lens anchor point; and/or adjusting 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 so as to update the game scene picture.
That is, in the embodiment of the present application, the game scene picture may be controlled to correspondingly change following the movement of 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 with higher observation efficiency.
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, taking the game scene picture as an example, and an intersection point of rectangular diagonal lines in the game scene picture is the observation center. For example, for a case where the virtual camera looks down at the first virtual character at an oblique angle to observe a game scene, the observation center of the virtual camera may refer to a position where the lens center of the virtual camera projects into the game scene in the oblique angle direction (i.e., the direction indicated by the shooting angle of the virtual camera).
Aiming at the situation that the weight values corresponding to the lens anchor point and the first virtual character are different, the position of the observation center of the virtual camera can be adjusted according to the weight values corresponding to the lens anchor point and the first virtual character. 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, the sum of the weight value corresponding to the lens anchor point 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 point 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 link may be determined as a location of a viewing center of the virtual camera, where 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 with a distance of 4 meters from the position of the lens anchor point on the virtual connection line can be selected as a target point, that is, a point with a distance of 6 meters from the position of the first virtual character on the virtual connection line is determined as the target point.
For the case where the weight values corresponding to the lens anchor point and the first virtual character are the same, the position of the observation center of the virtual camera may be adjusted with reference to the steps 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 application.
S201, determining the midpoint of a virtual connection line between the first virtual character and the lens anchor point.
S202, determining the midpoint of the virtual connecting line 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 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 the virtual connecting line between the first virtual character and the lens anchor point is changed, the midpoint of the virtual connecting line is correspondingly changed, and the position of the observation center of the virtual camera is also changed, so that the aim of dynamically changing the game scene picture 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 connection 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 connection line may not be displayed in the game scene screen.
Fig. 5 is a schematic diagram showing a corresponding change of the position of the observation center of the virtual camera along with the positional relationship between the first virtual character and the lens anchor point according to the 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, the position changes of the lens anchor point B and the first virtual character a are tracked in real time, and the position of the observation center of the virtual camera is controlled to correspondingly change according to the movement of the midpoint of the virtual connecting 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 an observation center with a default observation position (such as a position of the first virtual character in the game scene), 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 the movement of the midpoint of the virtual connection line between the lens anchor point and the first virtual character, so that the game scene picture includes the first virtual character and the lens anchor point.
The process of adjusting 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 is described below.
For example, the lens height of the virtual camera may refer to the height of the virtual camera relative to the viewing center. For example, the lens height of the virtual camera may refer to the height of the lens center of the virtual camera to the observation center, which may refer to the length of a line between 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 point, for example, as the distance between the first virtual character and the lens anchor point increases, the lens height of the virtual camera is increased to expand the range of the game scene displayed in the game scene image, and as the distance between the first virtual character and the lens anchor point decreases, the lens height of the virtual camera is decreased to reduce the range of the game scene displayed in the game scene image, so that the game scene image includes the first virtual character and the lens anchor point.
For example, taking the initial state of the virtual camera as an example, the position of the first virtual character in the game scene is taken as the position of the observation center, 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 of the first virtual character in the game scene.
In this case, the game scene screen is a screen obtained by observing the game scene by the virtual camera with a certain observation position in the game scene as an observation center and 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 may be approximately expressed as a two-dimensional coordinate on the horizontal plane.
It should be understood that the above two ways of adjusting the position of the virtual camera may be used alone or in combination, for example, the change of the observation center of the virtual camera may be controlled alone, the change of the lens height of the virtual camera may be controlled alone, or both the change of the observation center and the lens height of the virtual camera may be controlled. The above-described two modes of controlling the position change of the virtual camera are only examples, but the present application 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 in which the game scene is some magic type or remote attack type, considering the playability of the game, the change of the lens height of the virtual camera may be limited, that is, the game scene picture is obtained by adopting the fixed lens height, at this time, the game scene picture may be selectively controlled to change along with the change of the positional relationship of the first virtual character and the lens anchor point by changing the observation center of the virtual camera.
A process of controlling the position of the observation 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 showing the steps for adjusting the position of the observation center and the position of the lens height of the virtual camera according to the embodiment of the present application.
S210, 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.
S220, detecting the distance between the first virtual character and the lens anchor point.
S230, determining whether the detected distance between the first virtual character and the lens anchor point is larger than the field limiting distance of the virtual camera under the current lens height.
If it is determined that the detected distance between the first virtual character and the lens anchor point is not greater than (i.e., less than or equal to) the above-described view limit distance, step S220 is performed back to continue to detect the distance between the first virtual character and the lens anchor point.
If it is determined that the detected distance between the first virtual character and the lens anchor point is greater than the above-mentioned visual field limit distance, step S240 is performed: and adjusting the position of the lens height of the virtual camera so that a 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 observation center of the virtual camera may be controlled to correspond to the change 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 correspond to the change in response to detecting that the distance between the first virtual character and the lens anchor point is greater than the field-of-view limit distance, that is, the position of the observation 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 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 lens height of the virtual camera may be changed first, and then 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 field-of-view limit distance. In addition, the position of the observation center and the position of the lens height of the virtual camera can be controlled to be changed simultaneously according to the movement of the first virtual character and/or the lens anchor point.
In an embodiment of the present application, the view limit distance may include a first view limit distance in a first direction and a second view limit distance in a second direction, where the first view limit distance of the virtual camera in the first direction may be a maximum distance of a view range of the virtual camera in the first direction when a lens height of the virtual camera reaches the maximum distance, and the second view limit distance of the virtual camera in the second direction may be a maximum distance of a view range of the virtual camera in the second direction when a lens height of the virtual camera reaches the maximum distance.
In a preferred example, the above game display control method 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 field-of-view limit distance of the virtual camera in a first direction and/or the second distance is greater than a second field-of-view limit distance of the virtual camera in a 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 a preferred example, the lens anchor point may be adjusted to be displayed at a target position at the 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 return to the default lens height. For example, the target location may be at an intersection of a virtual connection between the first virtual character and the lens anchor point with an edge of the game scene picture, and the distance value between the lens anchor point and the first virtual character is displayed at the target location.
For example, the first direction may be one of a longitudinal direction and a lateral direction of the game scene, and the second direction may be the other of the longitudinal direction and the lateral direction of the game scene. The longitudinal direction and the lateral direction herein may also refer to the longitudinal direction and the lateral direction of a terminal device for providing a game scene picture.
In an alternative example, the first distance of the first virtual character from the lens anchor point in the first direction may be determined by: a first maximum coordinate value and a first minimum coordinate value of the first virtual character and the lens anchor point in the first direction are determined, and a first distance in the first direction is determined based on the first maximum coordinate value and the first minimum coordinate value. For example, a difference between the first maximum coordinate value and the first minimum coordinate value may be determined as the first distance in the first direction.
Further, the second distance of the first virtual character from the lens anchor point 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 between 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 observation 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 lens height of the virtual camera is controlled to change in response to movement of the first virtual character and/or lens anchor point in the game scene, and the viewing center of the virtual camera is controlled to resume to a default viewing position and/or the lens height of the virtual camera is controlled to resume to a default lens height in response to detecting that the first distance is greater than the first field of view limit distance and/or the second distance is greater than the second field of view limit distance. Here, the default viewing position and the default lens height may be a viewing position and a lens height that are set in advance.
Fig. 7 is a schematic diagram showing a game scene picture changing when the distance between the first virtual character and the lens anchor point changes from near to far, and fig. 8 is a schematic diagram showing a game scene picture changing when the distance between the first virtual character and the lens anchor point changes from far to near.
In the embodiment of the application, a plurality of lens anchor points can be generated to control the corresponding change of the position of the virtual camera based on the movement of the first virtual character and/or the plurality of lens anchor points. The process of adjusting the position of the virtual camera for the case of a plurality of 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 for another game according to an embodiment of the 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, wherein the game scene picture comprises a first virtual character positioned in the game scene, 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, as shown in fig. 9, the display control method of another game provided by the embodiment of the application further comprises the following steps:
S300, determining a plurality of shot anchor points in the game scene in response to the shot anchor point triggering operation.
S400, adjusting the position of the virtual camera according to the movement of the first virtual character and/or the plurality of lens anchor points. In this way, the game scene picture includes the first virtual character and a plurality of shot anchor points.
In the embodiment of the application, two implementations are shared by lens anchor trigger operations for generating a plurality of lens anchors, one is used for generating a plurality of lens anchors by executing one lens anchor trigger operation, and the other is used for generating a plurality of lens anchors by a plurality of lens anchor trigger operations. The following description is made for the above two implementations, respectively.
In a first implementation, multiple shot anchors may be generated in a game scene in response to multiple execution of shot anchor triggering operations.
Here, a shot anchor triggering operation correspondingly generates a shot anchor. That is, a plurality of shot anchors are generated by repeatedly performing the shot anchor triggering operation in the above-described step S200 a plurality of times.
In a second implementation, a plurality of shot anchors are generated in a game scene in response to a shot anchor triggering operation.
Here, the plurality of shot anchors may be generated in response to a shot anchor triggering operation. For example, a plurality of shot anchors may be generated by performing the shot anchor triggering operation in step S200 described above once.
The steps of determining a plurality of shot anchors in a game scene are described below with reference to fig. 10.
Fig. 10 is a flowchart illustrating steps for generating multiple shot anchors provided by an embodiment of the present application. In this example, the plurality of shot anchors may include a first shot anchor and at least one second shot anchor.
Specifically, S110, in response to a shot anchor trigger operation, the first shot anchor is located to a target virtual object corresponding to a release position of the shot anchor trigger operation in the game scene. Here, the target virtual object is marked in advance.
In this step, the shot anchor triggering 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 trigger operation in step S110 may refer to the description of the lens anchor trigger operation in step S200, and the same technical effects can be achieved, which will not be described in detail.
S120, detecting other virtual objects with the same marks as the target virtual object in the game scene.
In step S120, all virtual objects in the game scene except the first virtual character and the target virtual object may be detected, in an alternative embodiment, virtual objects in a certain range including the first virtual character in the game scene may be detected, virtual objects in a certain range including the target virtual object in the game scene may be detected, and virtual objects in a certain range including the first virtual character and the target virtual object in the game scene may be detected. Thus, by narrowing the detection range of the virtual object, the detection efficiency can be improved.
S130, generating at least one second shot anchor point in response to detecting other virtual objects with the same mark 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 shot anchors is identical to the number of other virtual objects, i.e., one second shot anchor corresponds to one other virtual object.
For the case of generating multiple lens anchors described above, the manner in which the position of the virtual camera is adjusted based on the movement of the first virtual character and/or the multiple lens anchors may include, but is not limited to, at least one of the following: controlling the corresponding change of the observation center of the virtual camera according to the movement of the first virtual character and/or the plurality of lens anchor points; and controlling the corresponding change of the lens height of the virtual camera according to the movement of the first virtual character and/or the plurality of lens anchor points.
For the case of multiple lens anchors described above, the location of the virtual camera's viewing center may be determined, for example, by: based on the positions of the first virtual character and the plurality of lens anchor points 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 anchor points are determined, and based on the first target coordinate value and the second target coordinate value, the position of the observation center (i.e., the target observation position) of the virtual camera is determined, so that the game scene picture moves following the movement of the determined position of the observation center, i.e., so that the game scene picture moves following the movement of the first virtual character and the plurality of lens anchor points. The coordinate positions of the target observation positions in the game scene are, for example, a first target coordinate value in a first direction and a second target coordinate value in a second direction.
For example, the first target coordinate value in the first direction may be determined by: 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 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: 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 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 origin may be preset in the game scene, and the position of the first virtual character in the game scene may refer to a coordinate position of the first virtual character in the game scene relative to the reference origin, including a coordinate value of the first virtual character in the first direction and a coordinate value in the second direction. Accordingly, the location of each lens anchor in the game scene may refer to its coordinate position in the game scene relative to the origin of the reference coordinates, including the coordinate value of each lens anchor 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 value of the first virtual character and the coordinate values of the plurality of lens anchor points in the first direction, and determined as the third maximum coordinate value in the first direction, and the minimum coordinate value may be selected from the coordinate value of the first virtual character and the coordinate values of the plurality of lens anchor points in the first direction, and determined as the third minimum coordinate value in the first direction. Accordingly, the maximum coordinate value may be selected from the coordinate value of the first virtual character and the coordinate values of the plurality of lens anchor points in the second direction, determined as the fourth maximum coordinate value in the second direction, and the minimum coordinate value may be selected from the coordinate value of the first virtual character and the coordinate value of the plurality of lens anchor points in the second direction, determined as the fourth minimum coordinate value in the second direction.
In this case, the coordinate positions (i.e., target observation positions) corresponding to the first target coordinate values and the second target coordinate values may be determined as the positions of the observation centers of the virtual cameras. 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 along with 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 above-mentioned multiple lens anchor points, the lens height of the virtual camera may be controlled to change by: the position of the lens height of the virtual camera is changed according to the change of 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 plurality of lens anchor points in the game scene, determining a third distance between the first virtual character and the plurality of lens anchor points in the first direction and a fourth distance between the first virtual character and the plurality of lens anchor points in the second direction, increasing the lens height of the virtual camera with increasing the third distance and/or the fourth distance between the first virtual character and the plurality of lens anchor points, decreasing the lens height of the virtual camera with decreasing the third distance and/or the fourth distance between the first virtual character and the plurality of lens anchor points, and further enabling the game scene picture to comprise the first virtual character and the plurality of lens anchor points.
It should be understood that, for the case of generating multiple lens anchor points, the above-mentioned two ways of controlling the position change of the virtual camera may be used separately or in combination, for example, the change of the observation center of the virtual camera may be controlled separately, the change of the lens height of the virtual camera may be controlled separately, or both the change of the observation center and the change of the lens height of the virtual camera may be controlled. The above-described two modes of controlling the position change of the virtual camera are only examples, but the present application 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 multiple lens anchor points, the process of controlling the change of the observation center and the lens height of the virtual camera may be: according to the movement of the first virtual character and/or the lens anchor points, controlling the corresponding change of the observation center of the virtual camera, detecting the distance between the first virtual character and the lens anchor points, determining whether the detected distance between the first virtual character and the lens anchor points is larger than the visual field limit distance of the virtual camera at the current lens height, if the detected distance between the first virtual character and the lens anchor points is not larger than the visual field limit distance of the virtual camera at the current lens height, returning to continuously detect the distance between the first virtual character and the lens anchor points, and if the detected distance between the first virtual character and the lens anchor points is larger than the visual field limit distance of the virtual camera at the current lens height, controlling the lens height of the virtual camera to follow the corresponding change of the movement of the first virtual character and/or the lens anchor points.
Fig. 11 is a schematic diagram showing a corresponding change of a position of an observation center and a lens height of an adjusting virtual camera according to a position relationship between a first virtual character and a plurality of lens anchor points according to an embodiment of the present application.
As shown in fig. 11, the movement of the first virtual character and/or the plurality of lens anchor points is tracked, a first target coordinate value of the first virtual character and the plurality of lens anchor points in a first direction and a second target coordinate value of the first virtual character and the plurality of lens anchor points in a second direction are calculated in real time, and the position of the observation center of the virtual camera is controlled to move according to the movement of the coordinate positions corresponding to the first target coordinate value and the second target coordinate value.
It will be appreciated that as the first avatar and/or plurality of lens anchors move, the position of the lens height of the virtual camera may also be controlled separately, or both.
In the embodiment of the present application, the distance between the first virtual character and the plurality of lens anchor points includes 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 the position of the observation center of the virtual camera is controlled to be changed, the position of the lens height of the virtual camera may be controlled to follow the movement corresponding change of the first virtual character and/or the plurality of lens anchor points in response to detecting that the third distance is greater than the first field-of-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 field-of-view limit distance of the virtual camera in the second direction at the current lens height, and if the third distance is not greater than the first field-of-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 field-of-view limit distance of the virtual camera in the second direction at the current lens height, the detection of the distance between the first virtual character and the plurality of lens anchor points may be continued.
In a preferred embodiment, a lens anchor point of the plurality of lens anchor points that is farthest from the first virtual character may be further determined in response to detecting that the third distance is greater than the first field-of-view limit distance of the virtual camera in the first direction when the lens height reaches the maximum distance, and/or that the fourth distance is greater than the second field-of-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 from the first virtual character, 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 anchor points in the first direction based on the positions of the first virtual character and the plurality of lens anchor points 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 between the third maximum coordinate value and the third minimum coordinate value may be determined as the 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 anchor points in the second direction based on the positions of the first virtual character and the plurality of lens anchor points 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 between the fourth maximum coordinate value and the fourth minimum coordinate value may be determined as the fourth distance in the second direction.
And in response to detecting that the third distance is greater than the first visual field 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 the second visual field limit distance of the virtual camera in the second direction when the lens height reaches the maximum distance, determining a lens anchor point which is farthest from the first virtual character in the plurality of lens anchor points, discarding the lens anchor point which is farthest from the plurality of lens anchor points, and determining the position of the observation center and the lens height of the virtual camera by utilizing the mode of determining the position of the observation center and the lens height of the virtual camera under the condition of the plurality of lens anchor points, so as to adjust the position of the observation center and/or the position of the lens height of the virtual camera based on the first virtual character and other lens anchor points except the lens anchor point which is farthest from the first virtual character.
Fig. 12 is a schematic diagram showing adjusting the position of the observation 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 according to the embodiment of the present application.
In this example, for the case of generating multiple shot anchors, when the shot height of the virtual camera is at the maximum distance, all shot anchors cannot be contained yet, and at this time, the shot anchor farthest from the first virtual character is ignored. For example, a lens anchor point farthest from the first virtual character in the first direction and the second direction may be selected, and the lens anchor point may be ignored, and the position of the observation center of the virtual camera and/or the position of the lens height of the virtual camera may be recalculated.
Illustratively, the lens anchor furthest from the first avatar may be determined by: for each lens anchor point, determining a fifth distance between the lens anchor point and the first virtual character in the first direction, determining a maximum distance between the fifth distance and the sixth distance corresponding to all lens anchor points in the sixth distance between the lens anchor point and the first virtual character in the second direction, and determining the lens anchor point corresponding to the determined maximum distance as the lens anchor point farthest from the first virtual character.
In addition to the above, the lens anchor furthest from the first virtual character may be determined by other means, for example, determining a cause of triggering beyond the view limit distance, and determining the lens anchor furthest from the first virtual character based on the determined cause. 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 of the virtual camera in the first direction when the lens height reaches the maximum distance, the lens anchor point corresponding to the maximum distance in the fifth distances corresponding to all the lens anchor points is determined as the lens anchor point farthest from the first virtual character. And if the reason for triggering to exceed the visual field limit distance is determined to be in response to detecting that the fourth distance is larger than the 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 to distinguish based on the difference of the types of the target virtual objects positioned by the lens anchor point. For example, the display form of the lens anchor may be changed by changing at least one of the display color, the display shape, and the display transparency of the lens anchor.
In the embodiment of the application, after the shot anchor point is generated, the shot anchor point can be deleted.
For example, the corresponding shot anchor may be deleted based on a delete operation on the shot anchor. In addition, a change in the state of the lens anchor may also be detected, and the lens anchor may be deleted in response to detecting the change in the state of the lens anchor. For example, when a lens anchor is positioned on a virtual prop located in a game scene, the lens anchor corresponding to the virtual prop is deleted from the game scene in response to detecting that the virtual prop is picked up (e.g., detecting a pick operation for the virtual prop) or that the virtual prop is released (e.g., detecting a release operation for the virtual prop).
Fig. 13 is a schematic diagram of deleting a shot anchor according to an embodiment of the present application.
As shown in fig. 13, there are multiple shot anchors in this example, and in response to receiving a delete operation (e.g., a long press operation) for one shot anchor, the one shot anchor may be deleted from the game scene. In this case, the position of the observation center of the virtual camera and the position of the lens height may be redetermined based on the lens anchor point reserved in the game scene and the first virtual character.
It should be understood that, in the above embodiment, the position of the virtual camera is adjusted with respect to the positional relationship between the first virtual character and the lens anchor point, but the present application is not limited thereto, and in the case of generating a plurality of lens anchor points, the position of the virtual camera may be adjusted to update the game scene picture according to the positional relationship of the plurality of lens anchor points in addition to the position of the virtual camera according to the positional relationship of the lens anchor point and the first virtual character.
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 since the principle of solving the problem by 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 the repetition is omitted.
Referring to fig. 14, fig. 14 is a schematic structural diagram of a game display control device according to an embodiment of the present application, a graphical user interface is provided through a terminal device, and a game scene screen obtained by capturing a game scene with a virtual camera is displayed in the graphical user interface, as shown in fig. 14, the game display control device 100 includes:
The first camera control module 101 adjusts the position of the virtual camera according to the position change in response to the position change of the first virtual character in the game scene to update the game scene picture. Here, the first virtual character is a virtual character that the player controls through the terminal device.
The anchor determination module 102 determines at least one shot anchor in the game scene in response to the shot anchor triggering operation.
The second camera control module 103 adjusts the position of the virtual camera according to the position relation between the first virtual character and the lens anchor point so as to update the game scene picture.
In an alternative embodiment, a shot anchor triggering operation is issued by the player to the terminal device, the shot anchor triggering operation being used to generate a shot anchor in the game scene. The shot anchor triggering operation may include an operation for a first virtual character or an operation for a target virtual object, for example. The following description will be made for the above two cases, respectively.
In the first case, the shot anchor triggering operation includes an operation for the first virtual character. At this point, the anchor determination module 102 generates a shot 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 point to move correspondingly following the movement locus for the operation of the first virtual character.
In the second case, the shot anchor triggering operation includes an operation for the target virtual object. At this point, the anchor determination module 102 generates a shot anchor in response to the operation for the target virtual object.
In an alternative embodiment, the second camera control module 103 may determine a release position of the shot anchor trigger operation in the game scene, locate the shot 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 shot anchor in the game scene.
By way of 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 virtual object selected 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 plurality of candidate virtual objects according to the selection priority of each candidate virtual object, and determining the virtual object as a 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: according to the movement of the first virtual character and/or the lens anchor point, adjusting the position of the observation center of the virtual camera; and adjusting 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.
In an alternative embodiment, the second camera control module 103 may adjust the position of the viewing center 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 image 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 lens height of the virtual camera is increased 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 is decreased 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 an alternative embodiment, the second camera control module 103 may adjust the position of the viewing center and 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: according to the movement of the first virtual character and/or the lens anchor point, adjusting the position of the observation center of the virtual camera; and in response to detecting that the distance between the first virtual character and the lens anchor point is greater than the visual field limit distance of the virtual camera at the current lens height, adjusting the position of the lens height of the virtual camera so that the game scene picture obtained at the adjusted lens height comprises 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 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 the first field-of-view limit distance of the virtual camera in the first direction and/or the second distance is greater than the second field-of-view limit distance of the virtual camera in the second direction, adjusting the viewing center of the virtual camera according to the change in position of the first virtual character in the game scene, e.g., controlling the viewing center of the virtual camera to revert to a default viewing position (e.g., where the first virtual character is located), and/or controlling the lens height of the virtual camera to revert to a default lens height. And meanwhile, the shot anchor point can be adjusted to be displayed at a target position of the edge of the game scene picture, wherein the target position is the intersection point of the virtual connecting line between the first virtual character and the shot anchor point and the edge, and the distance value between the shot anchor point and the first virtual character is displayed at the target position.
In an alternative embodiment, the shot anchor may comprise a plurality of shot anchors and the anchor determination module 102 may generate the multi-pseudoshot anchor by one of: responding to the shot anchor trigger operation, and generating a plurality of shot anchors; and responding to the shot anchor trigger operation which is executed for a plurality of times, and generating a plurality of shot anchors, wherein one shot anchor trigger operation correspondingly generates one shot anchor.
In an alternative embodiment, the plurality of shot anchors may include a first shot anchor and at least one second shot anchor, at which point the anchor determination module 102 may generate the plurality of shot anchors in response to a shot anchor triggering operation by: responding to the shot anchor trigger operation, positioning a first shot anchor on a target virtual object corresponding to a release position of the shot anchor trigger 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 location of the virtual camera's viewing center by: determining a first target coordinate value of the first virtual character and the plurality of lens anchor points in a first direction and a second target coordinate value of the first virtual character and the plurality of lens anchor points in a second direction based on the positions of the first virtual character and the plurality of lens anchor points 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 anchor points in the first direction and a fourth distance between the first virtual character and the plurality of lens anchor points in the second direction based on the positions of the first virtual character and the plurality of lens anchor points in the game scene; determining a lens anchor point which is farthest from the first virtual role in the plurality of lens anchor points in response to detecting that the third distance is greater than a first visual field limit distance of the virtual camera in a first direction when the lens height reaches a maximum distance and/or that the fourth distance is greater than a second visual field limit distance of the virtual camera in a 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 from the first virtual character, the position of the observation center and/or the position of the lens height of the virtual camera are/is adjusted.
Referring to fig. 15, fig. 15 is a schematic structural diagram of an electronic device according to an embodiment of the application. 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, and when the electronic device 300 is running, 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 display control method of the game in the method embodiments shown in fig. 2 to 13 can be executed, and detailed implementation is referred to method embodiments and will not be repeated herein.
The embodiment of the present application further provides a computer readable storage medium, where a computer program is stored, where the computer program when executed by a processor may perform the steps of the display control method of the game in the method embodiment shown in the foregoing fig. 2 to 13, and the specific implementation manner may refer to the method embodiment and will not be described herein.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described systems, apparatuses and units may refer to corresponding procedures in the foregoing method embodiments, and are not repeated herein.
In the several embodiments provided by the present application, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown 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 may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in 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 this understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the above examples are only specific embodiments of the present application, and are not intended to limit the scope of the present application, but it should be understood by those skilled in the art that the present application is not limited thereto, and that the present application is described in detail with reference to the foregoing examples: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present application, and are intended to be included in the scope of the present application. Therefore, the protection scope of the application is subject to the protection scope of the claims.

Claims (19)

1. A display control method of a game, characterized by providing a graphic user interface through a terminal device and displaying a game scene picture obtained by photographing a game scene through a virtual camera in the graphic user interface, the method 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 shot anchor in the game scene in response to a shot anchor triggering operation;
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, wherein the position of the virtual camera comprises the position of the observation center of the virtual camera and the position of the lens height of the virtual camera;
Wherein the position of the virtual camera is adjusted 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 field-of-view limit distance of the virtual camera in the first direction and/or the second distance is greater than a second field-of-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.
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 shot anchor point in response to the operation aiming at the first virtual role, and moving the generated shot anchor point to position the generated shot anchor point on the target virtual object;
in response to an operation on a target virtual object in the game scene, a shot anchor is generated, and the generated shot anchor is positioned on the target virtual object, wherein the target virtual object comprises a second virtual role and/or a virtual coordinate position.
3. The display control method according to claim 2, wherein the operation for the first virtual character includes a long press operation,
The step of generating a shot anchor in response to an operation for the first virtual character and moving the generated shot anchor to locate the generated shot anchor on the 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 maintaining the long press operation and sliding in the game scene so that the generated lens anchor point correspondingly moves along with the sliding track, and positioning the generated lens anchor point on 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:
And determining a release position of the shot anchor trigger operation in the game scene, positioning the shot anchor 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 shot anchor.
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;
and determining one virtual object selected from a plurality of candidate virtual objects located within a target selection range of the game scene as the target virtual object, wherein the target selection range is 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:
And selecting one virtual object from the plurality of candidate virtual objects according to the 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 picture according to the positional relationship of the lens anchor point and the first virtual character comprises:
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 step of adjusting the position of the virtual camera to update the game scene picture according to the positional relationship of the lens anchor point and the first virtual character includes at least one of the steps of:
According to the movement of the first virtual character and/or the lens anchor point, adjusting the position of an 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 adjusting the position of the lens height of the virtual camera to update the game scene picture according to the movement of the first virtual character and/or the lens anchor point, 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 according to the movement of the first virtual character and/or the lens anchor point includes:
determining the midpoint of a virtual connecting 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 according to the movement of the first virtual character and/or the lens anchor point includes:
and increasing the lens height of the virtual camera to enlarge the range of the game scene displayed in the game scene picture along with the increase of the distance between the first virtual character and the lens anchor point, and reducing 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.
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 picture according to the positional relationship of the lens anchor point and the first virtual character comprises:
according to the movement of the first virtual character and/or the lens anchor point, adjusting the position of the observation center of the virtual camera;
and in response to detecting that the distance between the first virtual character and the lens anchor point is greater than the visual field limit distance of the virtual camera at the current lens height, adjusting the position of the lens height of the virtual camera so that the game scene picture obtained at the adjusted lens height comprises the first virtual character and the lens anchor point.
12. The display control method according to claim 1, characterized by further comprising:
And adjusting the lens anchor point to be displayed at a target position of the 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 the intersection point of a virtual connecting line between the first virtual character and the lens anchor point and the edge, and displaying the distance value between the lens anchor point and the first virtual character at the target position.
13. 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 shot anchors in the game scene in response to the shot anchor triggering operation;
And determining a plurality of shot anchor points in response to the shot anchor point triggering operation which is executed for a plurality of times, wherein one shot anchor point triggering operation correspondingly generates one shot anchor point.
14. The display control method of claim 13 wherein the plurality of shot anchors includes a first shot anchor and at least one second shot anchor,
Wherein determining the plurality of shot anchors in the game scene in response to the shot anchor triggering operation comprises:
Responding to the shot anchor trigger operation, positioning the first shot anchor on a target virtual object corresponding to a release position of the shot anchor trigger operation in the game scene, wherein the target virtual object is marked in advance;
And generating the 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 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.
15. The display control method according to claim 13, wherein the position of the observation center of the virtual camera is determined by:
Determining a first target coordinate value of the first virtual character and the plurality of lens anchor points in a first direction and a second target coordinate value of the first virtual character and the plurality of lens anchor points in a second direction based on the positions of the first virtual character and the plurality of lens anchor points in the game scene;
And determining the position of the observation center of the virtual camera based on the first target coordinate value and the second target coordinate value.
16. The display control method according to claim 15, characterized by further comprising:
Determining a third distance in the first direction and a fourth distance in the second direction between the first virtual character and the plurality of lens anchor points based on the positions of the first virtual character and the plurality of lens anchor points in the game scene;
Determining a lens anchor point of the plurality of lens anchor points that is farthest from the first virtual character in response to detecting that the third distance is greater than a first field-of-view limit distance in the first direction when the lens height reaches a maximum distance, and/or that the fourth distance is greater than a second field-of-view limit distance in the second direction when the lens height reaches a maximum distance;
adjusting the position of the observation center of the virtual camera and/or adjusting the position of the lens height of the virtual camera based on the first virtual character and other lens anchor points except the lens anchor point farthest from the first virtual character.
17. A display control apparatus for a game, characterized in that a graphic user interface is provided by a terminal device, and a game scene picture obtained by photographing a game scene by a virtual camera is displayed in the graphic user interface, the apparatus comprising:
The first camera control module responds to the position change of a first virtual character in the game scene, and adjusts 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;
the anchor point determining module is used for determining at least one shot anchor point in the game scene in response to the shot anchor point triggering operation;
The second camera control module adjusts 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, wherein the position of the virtual camera comprises the position of the observation center of the virtual camera and the position of the lens height of the virtual camera;
wherein the second camera control module adjusts 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 field-of-view limit distance of the virtual camera in the first direction and/or the second distance is greater than a second field-of-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.
18. 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 over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the method of any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that it has stored thereon a computer program which, when executed by a processor, performs the steps of the method according to any of claims 1 to 16.
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