CN113648654A - Game picture processing method, device, equipment, storage medium and program product - Google Patents

Game picture processing method, device, equipment, storage medium and program product Download PDF

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Publication number
CN113648654A
CN113648654A CN202111034547.XA CN202111034547A CN113648654A CN 113648654 A CN113648654 A CN 113648654A CN 202111034547 A CN202111034547 A CN 202111034547A CN 113648654 A CN113648654 A CN 113648654A
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China
Prior art keywords
virtual camera
target
game
determining
cache
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CN202111034547.XA
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Chinese (zh)
Inventor
吴中奇
李宇冲
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111034547.XA priority Critical patent/CN113648654A/en
Publication of CN113648654A publication Critical patent/CN113648654A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The present application provides a method, an apparatus, a device, a storage medium, and a program product for processing a game screen, in which a graphical user interface is obtained by executing a game application and rendering the game application on a display of a terminal device, the graphical user interface displaying a game screen obtained by shooting a game scene with a virtual camera, the method including: responding to control operation, and determining a virtual camera operation instruction according to the shooting visual angle of the game picture currently displayed by the terminal equipment; determining a target virtual camera according to the virtual camera operation instruction and the virtual camera stored in the cache; and displaying a target game picture corresponding to the target virtual camera in the graphical user interface. The scheme can improve the switching speed of the game picture.

Description

Game picture processing method, device, equipment, storage medium and program product
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, a device, a storage medium, and a program product for processing a game screen.
Background
A plurality of virtual cameras can be arranged in a game scene of the online game, and the virtual cameras can be used for virtually shooting the game scene from different visual angles to obtain a game picture. Switching the game screen may be achieved by switching the virtual camera.
In the related art, before switching the virtual camera, the target virtual camera to be switched needs to be stored in the cache, and the priority of the target virtual camera in the cache is modified to be the highest, so as to achieve the purpose of switching the virtual camera. However, in the above process, each time the virtual camera is switched, the priority of the virtual camera in the cache needs to be modified, so that the switching process takes a long time, which results in an overlong switching time of the game picture and a low switching speed.
Disclosure of Invention
The application provides a game picture processing method, a game picture processing device, a game picture processing apparatus, a storage medium and a program product, which do not need to modify the priority of a virtual camera, thereby reducing the switching time of the game picture and improving the switching speed of the game picture.
In a first aspect, an embodiment of the present application provides a method for processing a game screen, where a graphical user interface is obtained by executing a game application and rendering the game application on a display of a terminal device, and the graphical user interface displays a game screen obtained by shooting a game scene with a virtual camera, and the method includes:
responding to control operation, and determining a virtual camera operation instruction according to a shooting visual angle of a game picture currently displayed by the terminal equipment, wherein the virtual camera operation instruction is a target virtual camera switching-in instruction or a current virtual camera switching-out instruction;
determining a target virtual camera according to the virtual camera operation instruction and the virtual camera stored in the cache, wherein the virtual camera stored in the cache comprises a resident virtual camera and a current virtual camera, the resident virtual camera is a virtual camera corresponding to a preset game picture, and the current virtual camera is a virtual camera corresponding to a currently displayed game picture;
and displaying a target game picture corresponding to the target virtual camera in the graphical user interface.
In one embodiment, determining the target virtual camera according to the virtual camera operation instruction and the virtual camera stored in the cache includes:
if the virtual camera operation instruction is the target virtual camera switching-in instruction, judging whether the target virtual camera exists in the cache, and if so, determining the virtual camera with the same camera parameters as the target virtual camera in the cache as the target virtual camera; if not, generating the target virtual camera;
if the virtual camera operation instruction is the current virtual camera switching-out instruction, judging whether a resident virtual camera exists in the cache, and if so, determining the resident virtual camera used last time in the cache as the target virtual camera.
In one embodiment, generating the target virtual camera includes:
acquiring camera parameters of the target virtual camera;
and creating a virtual camera according to the camera parameters to obtain the target virtual camera.
In one embodiment, determining whether a resident virtual camera exists in the cache comprises:
determining a virtual camera in an activated state;
when the virtual camera in the activated state is determined to exist, whether a resident virtual camera exists in the cache is judged.
In one embodiment, in response to a control operation, determining a virtual camera operation instruction according to a shooting angle of view of a game picture currently displayed by the terminal device includes:
determining at least one cut-in mode corresponding to the shooting visual angle of the currently displayed game picture;
if the at least one cut-in mode comprises a target cut-in mode corresponding to the control operation, determining that the virtual camera operation instruction is the cut-in target virtual camera instruction;
if the target cut-in mode is not included in the at least one cut-in mode, determining that the virtual camera operation command is a current cut-out virtual camera command.
In one embodiment, displaying a target game screen corresponding to the target virtual camera in the graphical user interface includes:
determining a picture switching mode, wherein the picture switching mode is an instant switching mode or a smooth switching mode;
updating the camera states of the current virtual camera and the target virtual camera according to the picture switching mode, wherein the camera states comprise an activated state and a non-activated state;
and displaying the target game picture on the graphical user interface according to the virtual camera in the activated state.
In one embodiment, updating the camera states of the current virtual camera and the target virtual camera according to the screen switching mode includes:
if the picture switching mode is an instant switching mode, setting the state of the current virtual camera to be a non-activated state, and setting the state of the target virtual camera to be an activated state;
and if the picture switching mode is a smooth switching mode, setting the state of the target virtual camera as an activated state, and after a preset time length, setting the state of the current virtual camera as a non-activated state.
In a second aspect, an embodiment of the present application provides an apparatus for processing a game screen, where a graphical user interface is obtained by a game application and rendering on a display of a terminal device, and the graphical user interface displays a game screen obtained by shooting a game scene with a virtual camera, and specifically, the apparatus includes a first determining module, a second determining module, and a display module, where,
the first determining module is used for responding to control operation and determining a virtual camera operating instruction according to a shooting visual angle of a game picture currently displayed by the terminal equipment, wherein the virtual camera operating instruction is a target virtual camera switching-in instruction or a current virtual camera switching-out instruction;
the second determining module is configured to determine a target virtual camera according to the virtual camera operation instruction and the virtual camera stored in the cache, where the virtual camera stored in the cache includes a resident virtual camera and a current virtual camera, the resident virtual camera is a virtual camera corresponding to a preset game screen, and the current virtual camera is a virtual camera corresponding to a currently displayed game screen;
the display module is used for displaying a target game picture corresponding to the target virtual camera in the graphical user interface.
In a specific embodiment, the second determining module is specifically configured to:
if the virtual camera operation instruction is the target virtual camera switching-in instruction, judging whether the target virtual camera exists in the cache, and if so, determining the virtual camera with the same camera parameters as the target virtual camera in the cache as the target virtual camera; if not, generating the target virtual camera;
if the virtual camera operation instruction is the current virtual camera switching-out instruction, judging whether a resident virtual camera exists in the cache, and if so, determining the resident virtual camera used last time in the cache as the target virtual camera.
In a specific embodiment, the second determining module is specifically configured to:
acquiring camera parameters of the target virtual camera;
and creating a virtual camera according to the camera parameters to obtain the target virtual camera.
In a specific embodiment, the second determining module is specifically configured to:
determining a virtual camera in an activated state;
when the virtual camera in the activated state is determined to exist, whether a resident virtual camera exists in the cache is judged.
In a specific embodiment, the first determining module is specifically configured to:
determining at least one cut-in mode corresponding to the shooting visual angle of the currently displayed game picture;
if the at least one cut-in mode comprises a target cut-in mode corresponding to the control operation, determining that the virtual camera operation instruction is the cut-in target virtual camera instruction;
if the target cut-in mode is not included in the at least one cut-in mode, determining that the virtual camera operation command is a current cut-out virtual camera command.
In a specific embodiment, the display module is specifically configured to:
determining a picture switching mode, wherein the picture switching mode is an instant switching mode or a smooth switching mode;
updating the camera states of the current virtual camera and the target virtual camera according to the picture switching mode, wherein the camera states comprise an activated state and a non-activated state;
and displaying the target game picture on the graphical user interface according to the virtual camera in the activated state.
In a specific embodiment, the display module is specifically configured to:
if the picture switching mode is an instant switching mode, setting the state of the current virtual camera to be a non-activated state, and setting the state of the target virtual camera to be an activated state;
and if the picture switching mode is a smooth switching mode, setting the state of the target virtual camera as an activated state, and after a preset time length, setting the state of the current virtual camera as a non-activated state.
In a third aspect, an embodiment of the present application provides an electronic device, including a processor and a memory;
the memory stores computer-executable instructions;
the processor executes the computer-executable instructions stored in the memory, so that the processor executes the processing method of the game picture provided by any one of the embodiments of the first aspect.
In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium, where a computer-executable instruction is stored in the computer-readable storage medium, and when a processor executes the computer-executable instruction, the method for processing a game screen provided in any implementation manner of the first aspect is implemented.
In a fifth aspect, an embodiment of the present application provides a computer program product, which includes a computer program, and when the computer program is executed by a processor, the computer program implements the method for processing a game screen provided in any one of the embodiments of the first aspect.
The embodiment of the application provides a game picture processing method, a game picture processing device, game picture processing equipment, a game picture processing storage medium and a program product, wherein the method can determine a virtual camera operation instruction according to a shooting visual angle of a game picture currently displayed by terminal equipment and control operation input by a user; the terminal equipment can determine the target virtual camera through the virtual camera operation instruction and the virtual camera stored in the cache, and display a target game picture corresponding to the target virtual camera in the graphical user interface. In the above process, after the target virtual camera to be switched is determined, the current virtual camera is directly switched to the target virtual camera. The priority of the virtual camera does not need to be modified, the switching time of the game pictures is reduced, and the switching speed of the game pictures is improved.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and for those skilled in the art, other drawings can be obtained according to these drawings without inventive exercise.
Fig. 1A is a schematic view of an application scenario provided in an embodiment of the present application;
FIG. 1B is a schematic diagram of a game screen provided in an embodiment of the present application;
FIG. 2 is a first flowchart of a method for processing a game screen according to the present application;
FIG. 3 is a schematic diagram of a virtual camera in a cache according to an embodiment of the present disclosure;
FIG. 4 is a second flowchart of a method for processing a game screen according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of an instant switching mode according to an embodiment of the present application;
FIG. 6 is a schematic diagram of a smooth handover mode according to an embodiment of the present application;
fig. 7 is a flowchart of a processing method of a game screen according to an embodiment of the present application;
FIG. 8 is a schematic structural diagram of an embodiment of a processing apparatus for game screens provided in the present application;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
For ease of understanding, an application scenario to which the embodiment of the present application is applied is described below with reference to fig. 1.
Fig. 1A is a schematic view of an application scenario provided in an embodiment of the present application. Referring to fig. 1A, a terminal apparatus 101 and a game server 102 are included. The terminal device 101 may be a mobile phone, a tablet, a notebook computer, or a desktop computer, and the terminal device 101 may interact with a user through a graphical user interface. The terminal device 101 can establish a communication connection with the game server 102 through a wireless network, so that game data in the game running process can be interacted between the terminal device 101 and the game server 102. For example, the terminal device 101 may return operation behavior data of the user of the terminal device 101 to the game server, and may acquire a game screen or the like from the game server.
The game running on the terminal device 101 is configured with at least one game scene, each game scene can be provided with a plurality of virtual cameras, the virtual cameras can be used for virtually shooting different visual angles of the game scene to obtain a game picture, one virtual camera corresponds to one shooting visual angle, and a plurality of game pictures can be shot under one shooting visual angle. The virtual camera is not displayed in the graphical user interface, which displays the game picture taken by the virtual camera. The switching of the game screen may be realized by switching the virtual camera.
Next, the relationship between the virtual camera and the game screen will be described with reference to fig. 1B.
Fig. 1B is a schematic view of a game screen provided in the embodiment of the present application. Please refer to fig. 1B, which includes an interface a, an interface B, and an interface C.
Referring to the interface a, the terminal device displays a game screen 1, the game screen 1 corresponds to the virtual camera 1, that is, the game screen 1 is obtained by virtually shooting a game scene through the virtual camera 1, and the game screen 1 is displayed in the graphical user interface.
Referring to the interface B, after the user inputs a control operation (e.g., switching a person scale, loading a carrier, etc.), the virtual camera 1 is switched to the virtual camera 2, the virtual camera 2 virtually shoots a game scene to obtain a game screen 2, and the game screen 2 is displayed in the graphical user interface.
Referring to the interface C, after the user inputs a control operation (e.g., switching a person name, loading a carrier, etc.), the virtual camera 2 is switched to the virtual camera 3, the virtual camera 3 virtually shoots a game scene to obtain a game screen 3, and the game screen 3 is displayed in the graphical user interface.
In the related art, when switching the virtual camera, the target virtual camera is first stored in the cache, and the priority of the virtual camera in the cache is modified, so that the priority of the target virtual camera is the highest, thereby realizing switching of the virtual camera.
The above switching method has at least the following technical problems:
1. the priority of the virtual camera in the cache needs to be modified every time the virtual camera is switched, so that the switching process is time-consuming, the switching time of the game picture is too long, and the switching speed is low.
2. Each time the switched virtual camera is stored in the cache, the number of the virtual cameras in the cache is too large, the consumption of the cache is large, and the management of the virtual cameras in the cache is not facilitated.
In the implementation of the method, after the target virtual camera to be switched is determined to be obtained, the current virtual camera is directly switched to the target virtual camera. The priority of the virtual camera does not need to be modified, and the speed of game picture switching is improved. In addition, only the resident virtual camera and the current virtual camera are stored in the cache, the resident virtual camera is a virtual camera corresponding to a preset game picture with high display frequency, the number of the virtual cameras stored in the cache is reduced, the consumption of the cache is reduced, and the virtual cameras in the cache are convenient to manage.
The technical means shown in the present application will be described in detail below with reference to specific examples. It should be noted that the following embodiments may exist independently or may be combined with each other, and details of the same or similar concepts or processes are not repeated in different embodiments.
Fig. 2 is a first flowchart of a game screen processing method provided by the present application. Referring to fig. 2, a user can operate on a graphical user interface through an input device such as a touch screen or a mouse, and a terminal device obtains the graphical user interface by executing a game application and rendering the game application on a display of the terminal device, and the method for switching game screens includes:
s201, responding to the control operation, and determining a virtual camera operation instruction according to the shooting visual angle of the game picture currently displayed by the terminal equipment.
A main camera and a plurality of virtual cameras can be arranged in a game scene, the main camera can be used for showing game pictures, and the virtual cameras can be used for defining parameters such as shooting positions and shooting angles of the main camera. The essence of displaying the game picture through the virtual camera is that the main camera virtually shoots the game scene through shooting parameters defined by the virtual camera and displays the shot game picture.
The game picture refers to a picture obtained by shooting by a virtual camera under a certain angle of view, and one virtual camera can obtain a plurality of game pictures. For example, the virtual camera 1 is a virtual camera following the angle of view, which can capture a plurality of game frames, and each game frame captured at the angle of view corresponds to the virtual camera 1 as long as the capturing angle of view is not changed.
The graphical user interface may include a control, and the control may be a control that controls the game object to switch the shooting angle of view, for example, the control may be a driving control (which may correspond to a vehicle angle of view), a shooting control (which may correspond to a third person angle of view), and an NPC dialog control (which may correspond to an NPC angle of view). During the game, the user can input control operation on the graphical user interface through the control. The control operation may be an operation of switching a shooting angle of view, for example, the control operation may switch the first person angle of view to the third person angle of view, or switch the person angle of view to the carrier angle of view.
The photographing perspective may be a perspective at which the virtual camera photographs at a fixed position with respect to the game object. For example, the follow-up photographing view angle may be a position in which the virtual camera photographs at 30cm behind the game object, and the relative position of the virtual camera and the game object does not change regardless of movement of the game object.
The virtual camera operation command is a switch-in target virtual camera command or a switch-out current virtual camera command. And the target virtual camera switching-in instruction is used for instructing to switch in the target virtual camera, namely, the target virtual camera is determined to be obtained according to the shooting visual angle of the currently displayed game picture, and the current virtual camera is switched to the target virtual camera. The current virtual camera switching-out instruction is used for instructing switching out from the current virtual camera, namely, switching out from the current virtual camera if the target virtual camera is not determined according to the shooting visual angle of the currently displayed game picture.
The virtual camera comprises a resident virtual camera and a temporary virtual camera, the resident virtual camera is a virtual camera corresponding to a preset game picture, and the resident virtual camera can be a virtual camera corresponding to a game picture with higher display frequency. For example, the resident virtual camera may be a virtual camera reflecting the following view angle, or may be a virtual camera reflecting the view angle of a vehicle such as a vehicle, a ship, or an airplane. The temporary virtual camera refers to a virtual camera other than the resident virtual camera, e.g., the temporary virtual camera may be a virtual camera in a game scene that reflects the perspective of a certain NPC.
S202, determining a target virtual camera according to the virtual camera operation instruction and the virtual camera stored in the cache.
The virtual cameras stored in the cache include a resident virtual camera and a current virtual camera. The resident virtual camera may be a virtual camera corresponding to a preset game screen, and the current virtual camera may be a virtual camera corresponding to a currently displayed game screen. The resident virtual camera stored in the cache may be a virtual camera corresponding to a game screen that has been displayed by the terminal device.
During the course of an actual game, the virtual camera stored in the cache may change. For example, when a game screen is switched every time, if the current virtual camera is a resident virtual camera and the resident virtual camera is not included in the cache, the resident virtual camera is saved in the cache; and if the current virtual camera is the temporary virtual camera, deleting the temporary virtual camera in the cache after the switching process is finished.
For ease of understanding, the virtual camera in the cache is described below in conjunction with fig. 3.
Fig. 3 is a schematic diagram of a virtual camera in a cache according to an embodiment of the present disclosure. Referring to fig. 3, at time t1, the resident virtual cameras stored in the cache include the resident virtual camera 1, the resident virtual camera 2, and the resident virtual camera 3, and the current virtual camera stored in the cache is the resident virtual camera 4.
At time t2, assuming that the current virtual camera needs to be switched to temporary virtual camera 1, the resident virtual camera 4 may be stored to the resident virtual camera queue and temporary virtual camera 1 may be stored to the cache.
At time t3, assuming that the current virtual camera needs to be switched to the resident virtual camera 5, the temporary virtual camera 1 is deleted in the cache, and the resident virtual camera 5 is stored in the cache.
When the types of the virtual camera operation instructions are different, the mode of determining the target virtual camera is different, including the following two cases:
case 1, the virtual camera operation command is a cut-in target virtual camera command.
In this case, the target virtual camera may be determined by: judging whether a target virtual camera exists in the cache, if so, determining the virtual camera with the same shooting parameters as the target virtual camera in the cache as the target virtual camera; if not, generating the target virtual camera.
For example, assuming that the target camera is the resident virtual camera 5, it may be determined that the resident virtual camera 5 exists in the cache, and if the resident virtual camera 5 exists in the cache, the resident virtual camera 5 existing in the cache is determined as the target virtual camera; if the resident virtual camera 5 does not exist in the cache, the resident virtual camera 5 is generated, and the generated resident virtual camera 5 is determined as the target virtual camera.
Case 2, the virtual camera operation instruction is a cut-out current virtual camera instruction.
In this case, the target virtual camera may be determined by: judging whether a resident virtual camera exists in the cache, if so, determining the resident virtual camera used last time in the cache as a target virtual camera; if not, the switching is finished, the original machine position is kept, and the current game picture is displayed.
And S203, displaying a target game picture corresponding to the target virtual camera in the graphical user interface.
When the target game screen is displayed, the switching to the target game screen may be instantaneous or smooth.
In the embodiment shown in fig. 2, a virtual camera operation instruction is determined according to a game picture currently displayed by the terminal device and a control operation input by a user; the terminal equipment can determine the target virtual camera through the virtual camera operation instruction and the virtual camera stored in the cache, and display a target game picture corresponding to the target virtual camera in the graphical user interface. In the above process, after the target virtual camera to be switched is determined, the current virtual camera is directly switched to the target virtual camera. The priority of the virtual camera does not need to be modified, and the speed of game picture switching is improved.
In the embodiment shown in fig. 2, when the types of virtual camera operation instructions (the switch-in target virtual camera instruction or the switch-out current virtual camera instruction) are different, the processing methods of the game screens are also different. Next, a game screen processing method corresponding to an instruction to enter a target virtual camera is described by the embodiment shown in fig. 4 to 6, and a game screen processing method corresponding to an instruction to exit a current virtual camera is described by the embodiment shown in fig. 7.
Fig. 4 is a second flowchart of a game screen processing method according to an embodiment of the present application. In the embodiment shown in fig. 4, the virtual camera operation instruction is a cut-in target virtual camera instruction. Referring to fig. 4, the method for switching the game screen may include:
s401, responding to the control operation, and determining a virtual camera operation instruction according to the shooting visual angle of the game picture currently displayed by the terminal equipment.
The virtual camera operation instructions may be determined by: determining at least one cut-in mode corresponding to a shooting visual angle of a currently displayed game picture, and if the at least one cut-in mode comprises a target cut-in mode corresponding to control operation, determining that a virtual camera operation instruction is a target virtual camera cut-in instruction; and if the target cut-in mode is not included in at least one cut-in mode, determining that the virtual camera operation instruction is a current virtual camera cut-out instruction.
For example, for a scene in which a game object interacts with a non-player character (NPC), two virtual camera operation instructions are included, which are specifically as follows:
in case 1, before the game object interacts with the NPC, the shooting angle of view corresponding to the game screen displayed on the graphical user interface may be a first-person angle of view, at least one cut-in mode corresponding to the first-person angle of view may be set in advance, and the cut-in mode may be a cut-in mode corresponding to the NPC dialog control operation, a cut-in mode corresponding to the shooting control operation, or the like. When a game object is ready to interact with the NPC, the NPC dialogue control operation is input by a user, and the virtual camera operation instruction is determined to be a cut-in target virtual camera instruction due to the fact that the preset cut-in mode comprises a cut-in mode corresponding to the NPC dialogue operation. After the target virtual camera is cut in, the game object is interacting with the NPC, and the shooting visual angle corresponding to the game picture displayed on the graphical user interface is the NPC visual angle.
And 2, when the game object and the NPC are interacted, the user inputs and switches the shooting visual angle control operation, and because a cut-in mode corresponding to the NPC visual angle is not set in advance, the virtual camera operation instruction can be determined as a current virtual camera cut-in instruction, namely, after the game object and the NPC are interacted, the NPC visual angle corresponding to the interactive game picture is quitted.
S402, if the virtual camera operation instruction is a target virtual camera switching-in instruction, whether a target virtual camera exists in the cache or not is judged.
It should be noted that the execution process of S402 may refer to the execution process of S202, and is not described herein again.
If yes, go to S403.
If not, go to S404.
And S403, determining the virtual camera which is the same as the camera parameter of the target virtual camera in the cache as the target virtual camera.
The camera parameters may include the type of components the camera owns and initialization parameters for the respective components. The component type may be an INPUT component, a BODY component, a COLLIDER component, and the like. The initialization parameter of the INPUT assembly may be a rotation angle of the camera; the BODY component may be a planned shooting position of the camera; the collision component may be the actual camera position.
S404, camera parameters of the target virtual camera are obtained, the virtual camera is created according to the camera parameters, and the target virtual camera is generated.
S405, determining a picture switching mode.
The picture switching mode is an instantaneous switching mode or a smooth switching mode.
And S406, updating the camera states of the current virtual camera and the target virtual camera according to the picture switching mode.
The camera states include an active state and an inactive state.
When the picture switching modes are different, the process of updating the camera states of the current virtual camera and the target virtual camera is also different, including the following two cases:
in case 1, the screen switching mode is the instantaneous switching mode.
In this case, the camera states of the current virtual camera and the target virtual camera may be updated as follows: setting a state of a current virtual camera to an inactive state, and setting a state of a target virtual camera to an active state.
For ease of understanding, the instantaneous switching mode will be described below with reference to fig. 5.
Fig. 5 is a schematic diagram of an instant switching mode according to an embodiment of the present application. Referring to fig. 5, including an interface 501 and an interface 502, virtual camera a is the current virtual camera and virtual camera B is the target virtual camera.
Referring to the interface 501, before the instant switching, the virtual camera a is in an active state and the virtual camera B is in an inactive state.
Referring to the interface 502, when an instant switching is required, the state of the virtual camera a is set to the inactive state and the state of the virtual camera B is set to the active state. After the states of the virtual camera A and the virtual camera B are updated, the terminal equipment can display the game picture corresponding to the virtual camera B.
Case 2, the screen switching mode is the smooth switching mode.
In this case, the camera states of the current virtual camera and the target virtual camera may be updated as follows: and setting the state of the target virtual camera to be an activated state, and setting the state of the current virtual camera to be a non-activated state after a preset time length.
For ease of understanding, the smooth switching mode will be described below with reference to fig. 6.
Fig. 6 is a schematic diagram of a smooth switching mode according to an embodiment of the present application. Referring to fig. 6, including an interface 601, an interface 602, an interface 603, and an interface 604, the virtual camera a is a current virtual camera, and the virtual camera B is a target virtual camera.
Referring to the interface 601, before performing smooth switching, only the virtual camera a is in the active list, and the virtual camera a is in an active state.
Referring to the interface 602, when smooth switching is required, the virtual camera B is added to the active list, and the state of the virtual camera B is set to the active state while setting the switching time to 1 second.
Referring to the interface 603, after 1 second, the smooth switching is finished, the state of the virtual camera a is in an inactive state, and the state of the virtual camera B is in an active state.
Referring to the interface 604, after the smooth switching is finished, the virtual camera a in the inactive state is removed from the active list, and only the virtual camera B in the active state is in the active list.
And updating the states of the virtual camera A and the virtual camera B according to the preset switching time, and displaying a game picture corresponding to the virtual camera B by the terminal equipment after the states of the virtual camera are updated.
S407, displaying a target game picture on the graphical user interface according to the virtual camera in the activated state.
In the embodiment shown in fig. 4, the virtual camera operation instruction is determined to be a cut-in target virtual camera according to the shooting angle of the game picture currently displayed by the terminal device and the control operation input by the user. And judging whether a target virtual camera exists in the cache, if so, switching the virtual camera according to the picture switching mode, and displaying a target game picture corresponding to the target virtual camera in the graphical user interface. In the process, after the target virtual camera to be switched is determined, the current virtual camera is directly switched to the target virtual camera without modifying the priority of the virtual camera, so that the switching time of the game picture is reduced, and the switching speed of the game picture is increased. Meanwhile, after the switching is completed, only the resident virtual camera and the current virtual camera are stored in the cache, so that the number of the virtual cameras stored in the cache is reduced, the consumption of the cache is reduced, and the virtual cameras in the cache can be conveniently managed.
In addition to any of the above embodiments, the following describes in detail the processing method of the game screen with reference to the embodiment shown in fig. 7.
Fig. 7 is a flowchart of a method for processing a game screen according to an embodiment of the present application. Referring to fig. 7, the method for processing the game screen may include:
and S701, responding to the control operation, and determining a virtual camera operation instruction according to the shooting visual angle of the game picture currently displayed by the terminal equipment.
S702, if the virtual camera operation instruction is a current virtual camera switching-out instruction, determining the virtual camera in an activated state.
If there is a virtual camera in the active state, S703 is executed.
And if the virtual camera in the activated state does not exist, stopping switching.
The step is a fault tolerance checking step, and the graphical user interface can only display the game picture corresponding to the virtual camera in the activated state.
S703, when the virtual camera in the activated state is determined to exist, judging whether a resident virtual camera exists in the cache.
If yes, go to step S704.
If not, the switching is stopped, and the original machine position is reserved.
S704, determining the resident virtual camera used last time in the cache as the target virtual camera.
It should be noted that the execution process of S704 may refer to the execution process of S202, and is not described herein again.
S705, determining a picture switching mode.
And S706, updating the camera states of the current virtual camera and the target virtual camera according to the picture switching mode.
And S707, displaying the target game picture on the graphical user interface according to the virtual camera in the activated state.
It should be noted that the execution process of S705-S707 may refer to the execution process of S405-S407, and is not described herein again.
In the embodiment shown in fig. 7, the virtual camera operation instruction is determined to be a cut-out current virtual camera instruction according to the shooting angle of view of the game screen currently displayed by the terminal device and the control operation input by the user. And judging whether the virtual camera and the resident virtual camera in the activated state exist in the cache, if so, determining the resident virtual camera used for the last time in the cache as the target virtual camera, then switching the virtual camera according to the picture switching mode, and displaying a target game picture corresponding to the target virtual camera in the graphical user interface. In the process, after the target camera to be switched is determined, the current virtual camera is directly switched to the target virtual camera without modifying the priority of the virtual camera, so that the switching time of the game picture is shortened, and the switching speed of the game picture is increased. Meanwhile, after the switching is completed, only the resident virtual cameras are stored in the cache, so that the number of the virtual cameras stored in the cache is reduced, the consumption of the cache is reduced, and the virtual cameras in the cache are convenient to manage.
Fig. 8 is a schematic structural diagram of an embodiment of a game screen processing apparatus provided in the present application, and as shown in fig. 8, the game screen processing apparatus 10 obtains a graphical user interface through a game application and rendering on a display of the terminal device, where the graphical user interface displays a game screen obtained by shooting a game scene through a virtual camera, and specifically, the apparatus includes: a first determination module 11, a second determination module 12 and a display module 13, wherein,
the first determining module 11 is configured to determine, in response to the control operation, a virtual camera operation instruction according to a shooting angle of a game picture currently displayed by the terminal device, where the virtual camera operation instruction is a command to switch in a target virtual camera or a command to switch out a current virtual camera;
the second determining module 12 is configured to determine a target virtual camera according to a virtual camera operation instruction and a virtual camera stored in a cache, where the virtual camera stored in the cache includes a resident virtual camera and a current virtual camera, the resident virtual camera is a virtual camera corresponding to a preset game screen, and the current virtual camera is a virtual camera corresponding to a currently displayed game screen;
the display module 13 is configured to display a target game screen corresponding to the target virtual camera in the graphical user interface.
In a specific embodiment, the second determining module 12 is specifically configured to:
if the virtual camera operation instruction is a target virtual camera switching-in instruction, judging whether a target virtual camera exists in the cache, and if so, determining a virtual camera with the same camera parameters as the target virtual camera in the cache as the target virtual camera; if not, generating a target virtual camera;
if the virtual camera operation instruction is a current virtual camera switching-out instruction, whether a resident virtual camera exists in the cache is judged, and if yes, the resident virtual camera used last time in the cache is determined as the target virtual camera.
In a specific embodiment, the second determining module 12 is specifically configured to:
acquiring camera parameters of a target virtual camera;
and creating a virtual camera according to the camera parameters to obtain the target virtual camera.
In one embodiment, the second determination module 12 is specifically configured to:
determining a virtual camera in an activated state;
when the virtual camera in the activated state is determined to exist, whether a resident virtual camera exists in the cache is judged.
In a specific embodiment, the first determining module 11 is specifically configured to:
determining at least one cut-in mode corresponding to the shooting visual angle of the currently displayed game picture;
if the at least one cut-in mode comprises a target cut-in mode corresponding to the control operation, determining that the virtual camera operation instruction is the cut-in target virtual camera instruction;
if the target cut-in mode is not included in the at least one cut-in mode, determining that the virtual camera operation command is a current cut-out virtual camera command.
In one embodiment, the display module 13 is specifically configured to:
determining a picture switching mode, wherein the picture switching mode is an instant switching mode or a smooth switching mode;
updating the camera states of the current virtual camera and the target virtual camera according to the picture switching mode, wherein the camera states comprise an activated state and a non-activated state;
and displaying the target game picture on a graphical user interface according to the virtual camera in the activated state.
In one embodiment, the display module 13 is specifically configured to:
if the picture switching mode is the instant switching mode, setting the state of the current virtual camera as a non-activated state and setting the state of the target virtual camera as an activated state;
and if the picture switching mode is the smooth switching mode, setting the state of the target virtual camera as an activated state, and after the preset time length, setting the state of the current virtual camera as a non-activated state.
The game image processing apparatus 10 provided in the embodiment of the present application can execute the technical solution shown in any method embodiment, and the implementation principle and the beneficial effect thereof are similar, which are not described again here.
The game image processing device 10 provided in the embodiment of the present application is further provided with an external interface module, which is used for receiving and distributing instructions of other devices to the game image processing device. The addition of an external interface module to the game screen processing device 10 enables the device to be applied to different engines, and has strong portability.
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application. Referring to fig. 9, the electronic device 20 may include: memory 21, processor 22. Illustratively, the memory 21, the processor 22, and the various parts are interconnected by a bus 23.
Memory 21 is used to store program instructions;
the processor 22 is configured to execute the program instructions stored in the memory, so as to enable the electronic device 20 to execute any one of the above-mentioned game screen processing methods.
The electronic device shown in the embodiment of fig. 9 may execute the technical solution shown in any one of the above method embodiments, and the implementation principle and the beneficial effect are similar, which are not described herein again.
The Memory may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like. The memory is used for storing programs, and the processor executes the programs after receiving the execution instructions. Further, the software programs and modules within the aforementioned memories may also include an operating system, which may include various software components and/or drivers for managing system tasks (e.g., memory management, storage device control, power management, etc.), and may communicate with various hardware or software components to provide an operating environment for other software components.
The processor may be an integrated circuit chip having signal processing capabilities. The Processor may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like. The various methods, steps, and logic blocks disclosed in the embodiments of the present application may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The embodiment of the application provides a computer-readable storage medium, in which computer-executable instructions are stored, and when the computer-executable instructions are executed by a processor, the computer-readable storage medium is used for implementing any one of the above-mentioned game screen switching methods.
The application also provides a computer program product, which comprises a computer program, and the computer program realizes the processing method of any game picture when being executed by a processor.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present application.

Claims (11)

1. A method for processing a game screen, wherein a graphical user interface that displays a game screen obtained by shooting a game scene with a virtual camera is obtained by executing a game application and rendering the game application on a display of a terminal device, the method comprising:
responding to control operation, and determining a virtual camera operation instruction according to a shooting visual angle of a game picture currently displayed by the terminal equipment, wherein the virtual camera operation instruction is a target virtual camera switching-in instruction or a current virtual camera switching-out instruction;
determining a target virtual camera according to the virtual camera operation instruction and a virtual camera stored in a cache, wherein the virtual camera stored in the cache comprises a resident virtual camera and a current virtual camera, the resident virtual camera is a virtual camera corresponding to a preset game picture, and the current virtual camera is a virtual camera corresponding to a currently displayed game picture;
and displaying a target game picture corresponding to the target virtual camera in the graphical user interface.
2. The method of claim 1, wherein determining a target virtual camera from the virtual camera operating instructions and the virtual camera stored in the cache comprises:
if the virtual camera operation instruction is the target virtual camera switching-in instruction, judging whether the target virtual camera exists in the cache, and if so, determining the virtual camera with the same camera parameters as the target virtual camera in the cache as the target virtual camera; if not, generating the target virtual camera;
if the virtual camera operation instruction is the current virtual camera switching-out instruction, judging whether a resident virtual camera exists in the cache, and if so, determining the resident virtual camera used last time in the cache as the target virtual camera.
3. The method of claim 2, wherein generating the target virtual camera comprises:
acquiring camera parameters of the target virtual camera; and creating a virtual camera according to the camera parameters, and generating the target virtual camera.
4. The method of claim 2 or 3, wherein determining whether a resident virtual camera exists in the cache comprises:
determining a virtual camera in an activated state;
when the virtual camera in the activated state is determined to exist, whether a resident virtual camera exists in the cache is judged.
5. The method according to any one of claims 1 to 4, wherein determining a virtual camera operation instruction according to a shooting angle of view of a game screen currently displayed by the terminal device in response to a control operation comprises:
determining at least one cut-in mode corresponding to the shooting visual angle of the currently displayed game picture;
if the at least one cut-in mode comprises a target cut-in mode corresponding to the control operation, determining that the virtual camera operation instruction is the cut-in target virtual camera instruction;
if the target cut-in mode is not included in the at least one cut-in mode, determining that the virtual camera operation command is a current cut-out virtual camera command.
6. The method of any one of claims 1-5, wherein displaying a target game screen corresponding to the target virtual camera in the graphical user interface comprises:
determining a picture switching mode, wherein the picture switching mode is an instant switching mode or a smooth switching mode;
updating the camera states of the current virtual camera and the target virtual camera according to the picture switching mode, wherein the camera states comprise an activated state and a non-activated state;
and displaying the target game picture on the graphical user interface according to the virtual camera in the activated state.
7. The method of claim 6, wherein updating the camera states of the current virtual camera and the target virtual camera according to the screen switching mode comprises:
if the picture switching mode is an instant switching mode, setting the state of the current virtual camera to be a non-activated state, and setting the state of the target virtual camera to be an activated state;
and if the picture switching mode is a smooth switching mode, setting the state of the target virtual camera as an activated state, and after a preset time length, setting the state of the current virtual camera as a non-activated state.
8. A game picture processing device is characterized in that a graphical user interface is obtained by executing a game application and rendering the game application on a display of a terminal device, the graphical user interface displays a game picture obtained by shooting a game scene through a virtual camera, the device comprises a first determining module, a second determining module and a display module, wherein,
the first determining module is used for responding to control operation and determining a virtual camera operating instruction according to a shooting visual angle of a game picture currently displayed by the terminal equipment, wherein the virtual camera operating instruction is a target virtual camera switching-in instruction or a current virtual camera switching-out instruction;
the second determining module is configured to determine a target virtual camera according to the virtual camera operation instruction and the virtual camera stored in the cache, where the virtual camera stored in the cache includes a resident virtual camera and a current virtual camera, the resident virtual camera is a virtual camera corresponding to a preset game screen, and the current virtual camera is a virtual camera corresponding to a currently displayed game screen;
the display module is used for displaying a target game picture corresponding to the target virtual camera in the graphical user interface.
9. An electronic device, comprising: a processor and a memory;
the memory stores computer-executable instructions;
the processor executes the computer-executable instructions stored by the memory, causing the processor to perform the method of processing a game screen according to any one of claims 1 to 7.
10. A computer-readable storage medium, wherein a computer-executable instruction is stored in the computer-readable storage medium, and when a processor executes the computer-executable instruction, the processing method of the game screen according to any one of claims 1 to 7 is implemented.
11. A computer program product comprising a computer program which, when executed by a processor, implements the method of processing a game screen according to any one of claims 1 to 7.
CN202111034547.XA 2021-09-03 2021-09-03 Game picture processing method, device, equipment, storage medium and program product Pending CN113648654A (en)

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