CN113769384A - In-game visual field control method, device, equipment and storage medium - Google Patents

In-game visual field control method, device, equipment and storage medium Download PDF

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Publication number
CN113769384A
CN113769384A CN202111088390.9A CN202111088390A CN113769384A CN 113769384 A CN113769384 A CN 113769384A CN 202111088390 A CN202111088390 A CN 202111088390A CN 113769384 A CN113769384 A CN 113769384A
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Prior art keywords
sensitivity
motion
speed
game
adjusting
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CN202111088390.9A
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Chinese (zh)
Inventor
许鑫
夏靖禹
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111088390.9A priority Critical patent/CN113769384A/en
Publication of CN113769384A publication Critical patent/CN113769384A/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

Abstract

The application provides a method, a device, equipment and a storage medium for controlling a visual field in a game, and relates to the technical field of games. The method comprises the following steps: acquiring the motion state of a virtual character in a game scene; adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule, wherein the sensitivity is the sensitivity for adjusting the current visual field; and controlling and adjusting the current visual field according to the adjusted sensitivity in response to receiving an adjustment instruction of the current visual field. In the method, the motion state of the virtual character is acquired, and the control sensitivity is dynamically adjusted in real time according to the motion state, so that the virtual character has sensitivity matched with the motion state in any motion state to control the current visual field, the vertigo generated when a game player executes the game is reduced, and the game experience of the player is greatly improved.

Description

In-game visual field control method, device, equipment and storage medium
Technical Field
The application relates to the technical field of games, in particular to a method, a device, equipment and a storage medium for controlling a field of view in a game.
Background
In some online games, there is a need to adjust the current game field of view to constantly change the field of view to view the surrounding environment during the game.
In the prior art, generally, the sensitivity of controlling the visual field adjustment is kept unchanged no matter what motion state, acceleration, deceleration or uniform motion, the virtual character is in, that is, the virtual character has the same visual field adjustment angle and speed when in any motion state.
According to the method, because the sensitivity is kept unchanged, under the condition that the virtual character moves fast, the visual field is adjusted fast, the vertigo is easy to generate, and the game experience of the player is poor.
Disclosure of Invention
An object of the present application is to provide a method, an apparatus, a device, and a storage medium for controlling a field of view in a game, so as to solve the problems that sensitivity for controlling a field of view cannot be dynamically adjusted and game experience of a player is poor in the prior art.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides a method for controlling a field of view in a game, where a terminal device provides a graphical user interface, where content displayed on the graphical user interface at least includes a part of a game scene in a current field of view, the game scene includes a virtual character controlled and operated by the terminal device, and the current field of view is configured to be adjusted by the terminal device receiving an operation instruction, where the method includes:
acquiring the motion state of the virtual character in the game scene;
adjusting control sensitivity according to the motion state and a preset sensitivity adjustment rule, wherein the sensitivity is used for adjusting the current visual field;
and controlling and adjusting the current visual field according to the adjusted sensitivity in response to receiving an adjustment instruction of the current visual field.
Optionally, the acquiring the motion state of the virtual character in the game scene includes:
in response to a control operation for the virtual character, determining a direction of movement of the virtual character in the game scene;
acquiring a moving speed of the virtual character in response to a moving operation for the virtual character in the moving direction;
and determining the motion state of the virtual character in the game scene according to the moving speed.
Optionally, the adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule includes:
and if the motion state is variable-speed motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity.
Optionally, if the motion state is a variable-speed motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity includes:
if the motion state is accelerated motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity;
and if the motion state is switched from the accelerated motion to the uniform motion, gradually adjusting the first sensitivity until the first sensitivity is recovered to the preset sensitivity.
Optionally, if the motion state is an accelerated motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity includes:
and if the motion state is accelerated motion and the current motion speed reaches a preset speed, adjusting the sensitivity from the preset sensitivity to a first sensitivity.
Optionally, the direction of movement comprises a horizontal direction of movement or a vertical direction of movement.
Optionally, when the moving direction is the vertical moving direction;
if the motion state is switched from the accelerated motion to the uniform motion, gradually adjusting the first sensitivity until the first sensitivity is restored to the preset sensitivity, including:
if the motion state is switched from the accelerated motion to the uniform accelerated motion, determining a second sensitivity according to the speed of the uniform accelerated motion and a preset speed, and adjusting the sensitivity from the first sensitivity to the second sensitivity;
if the motion state is switched from the uniform acceleration motion to the uniform motion, in the switching process, if the current speed is reduced to the preset speed, the second sensitivity is adjusted to the preset sensitivity.
Optionally, the determining a second sensitivity according to the speed of the uniform acceleration motion and the preset speed includes:
determining a speed difference value between the speed of the uniform acceleration motion and the preset speed according to the speed of the uniform acceleration motion and the preset speed;
and determining the second sensitivity according to the speed difference.
In a second aspect, an embodiment of the present application further provides an in-game field control apparatus, where a terminal device provides a graphical user interface, where content displayed on the graphical user interface at least includes a part of a game scene in a current field of view, the game scene includes a virtual character controlled to operate by the terminal device, and the current field of view is configured to be adjusted by receiving an operation instruction by the terminal device, the apparatus includes: the device comprises an acquisition module, an adjustment module and a control module;
the obtaining module is used for obtaining the motion state of the virtual character in the game scene;
the adjusting module is used for adjusting and controlling the sensitivity according to the motion state and a preset sensitivity adjusting rule, wherein the sensitivity is used for adjusting the current visual field;
and the control module is used for responding to the received adjustment instruction of the current visual field and controlling and adjusting the current visual field according to the adjusted sensitivity.
Optionally, the obtaining module is specifically configured to
In response to a control operation for the virtual character, determining a direction of movement of the virtual character in the game scene;
acquiring a moving speed of the virtual character in response to a moving operation for the virtual character in the moving direction;
and determining the motion state of the virtual character in the game scene according to the moving speed.
Optionally, the adjusting module is specifically configured to adjust the sensitivity from a preset sensitivity to a first sensitivity if the motion state is a variable-speed motion.
Optionally, the adjustment module is specifically configured for
If the motion state is accelerated motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity;
and if the motion state is switched from the accelerated motion to the uniform motion, gradually adjusting the first sensitivity until the first sensitivity is recovered to the preset sensitivity.
Optionally, the adjustment module is specifically configured for
And if the motion state is accelerated motion and the current motion speed reaches a preset speed, adjusting the sensitivity from the preset sensitivity to a first sensitivity.
Optionally, the direction of movement comprises a horizontal direction of movement or a vertical direction of movement.
Optionally, when the moving direction is the vertical moving direction; the adjusting module is particularly used for
If the motion state is switched from the accelerated motion to the uniform accelerated motion, determining a second sensitivity according to the speed of the uniform accelerated motion and a preset speed, and adjusting the sensitivity from the first sensitivity to the second sensitivity;
if the motion state is switched from the uniform acceleration motion to the uniform motion, in the switching process, if the current speed is reduced to the preset speed, the second sensitivity is adjusted to the preset sensitivity.
Optionally, the adjustment module is specifically configured for
Determining a speed difference value between the speed of the uniform acceleration motion and the preset speed according to the speed of the uniform acceleration motion and the preset speed;
and determining the second sensitivity according to the speed difference.
In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the in-game field control method as provided in the first aspect.
In a fourth aspect, embodiments of the present application provide a computer-readable storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the in-game visual field control method as provided in the first aspect.
The beneficial effect of this application is:
the application provides a method, a device, equipment and a storage medium for controlling a visual field in a game, wherein the method comprises the following steps: acquiring the motion state of a virtual character in a game scene; adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule, wherein the sensitivity is the sensitivity for adjusting the current visual field; and controlling and adjusting the current visual field according to the adjusted sensitivity in response to receiving an adjustment instruction of the current visual field. In the method, the motion state of the virtual character is acquired, and the control sensitivity is dynamically adjusted in real time according to the motion state, so that the virtual character has sensitivity matched with the motion state in any motion state to control the current visual field, the vertigo generated when a game player executes the game is reduced, and the game experience of the player is greatly improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a first flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure;
FIG. 2 is a second flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure;
FIG. 3 is a third flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure;
FIG. 4 is a fourth flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure;
FIG. 5 is a fifth flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of a field control device in a game according to an embodiment of the present disclosure;
fig. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the purpose, 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 should be understood that the drawings in the present application are for illustrative and descriptive purposes only and are not used to limit the scope of protection of the present application. Additionally, it should be understood that the schematic drawings are not necessarily drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of the present application. It should be understood that the operations of the flow diagrams may be performed out of order, and steps without logical context may be performed in reverse order or simultaneously. One skilled in the art, under the guidance of this application, may add one or more other operations to, or remove one or more operations from, the flowchart.
In addition, the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present application without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that in the embodiments of the present application, the term "comprising" is used to indicate the presence of the features stated hereinafter, but does not exclude the addition of further features.
The in-game visual field control method in one embodiment of the disclosure can be operated on a local terminal device or a server. When the in-game visual field control method runs on the server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presenting main body are separated, the storage and the running of the field control method in the game are finished on a cloud game server, and the client equipment is used for receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server which performs information processing is a cloud. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a possible implementation manner, an embodiment of the present invention provides an in-game visual field control method, which provides a graphical user interface through a terminal device, where the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in a cloud interaction system.
FIG. 1 is a first flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure; the execution subject of the method can be a computer, a server, a terminal and other computing equipment with data processing capacity. Providing a graphical user interface through a terminal device, where content displayed on the graphical user interface at least includes a part of a game scene in a current view, the game scene includes a virtual character controlled and operated by the terminal device, and the current view is configured to be adjusted by receiving an operation instruction through the terminal device, as shown in fig. 1, the method may include:
s101, acquiring the motion state of the virtual character in the game scene.
Generally, a virtual character may have different motion states at different times in a game under the control of a user to perform different game actions. The motion state of the virtual character may refer to the type of motion the virtual character is currently performing in the game, for example: acceleration, deceleration, uniform motion, etc.
The virtual character performing a motion in the game can be divided into two types: one is to control the virtual character in real time by the game player to make it always in a motion state, and the other is to control the virtual character in real time by the game player without being controlled in real time by the game player after the game player triggers the initial motion by the trigger operation.
Based on this, in some embodiments, the motion state of the virtual character may be obtained by detecting the motion parameter of the virtual character in real time, and in other embodiments, the virtual character may also be obtained by detecting a trigger instruction of the motion of the virtual character, where the obtained motion state of the virtual character in the game scene currently displayed on the graphical user interface is obtained, so as to ensure the real-time property of the obtained motion state.
And S102, adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule.
Wherein sensitivity may refer to the sensitivity of the adjustment to the current field of view. It should be noted that sensitivity is a parameter for adjusting the current visual field, and the meaning of the current visual field is different under different person-called visual angles.
For example: in the first person perspective, the virtual camera is bound to the view of the virtual character in the game scene, and the current view can be considered as the view of the virtual character, while in the third person perspective, the virtual camera is bound behind the virtual character, and the complete virtual character can be displayed in the game scene.
Generally, a game player needs to observe a game environment by adjusting a current visual field in a process of controlling a virtual character to execute a game, and when the virtual character is in different motion states, if the adjustment of the visual field is controlled by the same sensitivity, a game picture presented to the player may be dazzled due to mismatch between visual field control and the motion states, which seriously affects game operation experience of the game player.
Optionally, in the scheme of the application, the sensitivity can be dynamically adjusted and controlled in real time according to the acquired motion state of the virtual character in the game scene and a preset sensitivity adjustment rule, so that the adjustment of the visual field can be controlled by the sensitivity matched with the motion state in any motion state, the vertigo of a game player is reduced, and the game experience is improved.
And S103, responding to the received adjustment instruction of the current visual field, and controlling and adjusting the current visual field according to the adjusted sensitivity.
Optionally, based on the adjusted sensitivity, when an adjustment instruction for the current field of view is received, the current field of view may be adjusted according to the adjusted sensitivity. The adjustment instruction may be input in different manners such as touch control or voice control.
It should be noted that the sensitivity may reflect, to a certain extent, a mapping relationship between the adjustment distance and the adjustment speed input when adjusting the current field of view, and the current field of view adjustment angle and the field of view adjustment speed. When the sensitivity is larger, the adjustment angle and the visual field adjustment speed of the current visual field become larger when the same adjustment distance is input, and the adjustment angle and the visual field adjustment speed of the current visual field become larger when the same adjustment speed is input. When the sensitivity is smaller, the current viewing field adjustment angle and the current viewing field adjustment speed become smaller when the same adjustment distance is input, and the current viewing field adjustment angle and the current viewing field adjustment speed become smaller when the same adjustment speed is input. Through the adjustment of the sensitivity, the virtual character can have the matched current visual field adjustment speed and angle in any motion state.
To sum up, the method for controlling the visual field in the game provided by the embodiment includes: acquiring the motion state of a virtual character in a game scene; adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule, wherein the sensitivity is the sensitivity for adjusting the current visual field; and controlling and adjusting the current visual field according to the adjusted sensitivity in response to receiving an adjustment instruction of the current visual field. In the embodiment, the motion state of the virtual character is acquired, and the control sensitivity is dynamically adjusted in real time according to the motion state, so that the virtual character has sensitivity matched with the motion state in any motion state to control the current visual field, the vertigo generated when a game player executes a game is reduced, and the game experience of the player is greatly improved.
FIG. 2 is a second flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure; optionally, in step S101, acquiring a motion state of the virtual character in the game scene may include:
s201, responding to the control operation of the virtual character, and determining the movement direction of the virtual character in the game scene.
In general, in the process of developing a game, the correspondence between the operation of the player and the movement of the virtual character may be configured in advance for different games, for example, the player inputs a forward sliding operation, the corresponding virtual character moves forward in a game scene, and the like.
Alternatively, the movement direction of the virtual character may be determined according to an operation gesture of the control operation in response to the control operation input by the game player for the virtual character. The control operation may be input by a screen touch mode, or may be input by a keyboard or an external mouse, a game pad, or the like.
S202, responding to the movement operation of the virtual character in the movement direction, and acquiring the movement speed of the virtual character.
Alternatively, the moving speed of the virtual character may be continuously acquired in response to the movement operation of the game player with respect to the virtual character in the above-described moving direction.
In some embodiments, the movement direction and the movement speed of the virtual character can be obtained simultaneously through one response, but it is also possible to obtain the movement direction and the movement speed of the virtual character respectively through responses separately as in this embodiment.
In an implementation manner, the real-time moving speed of the virtual character can be obtained in real time in response to the moving operation of the virtual character in the moving direction, so as to obtain the speed sequence.
In another implementation manner, the moving speed of the virtual character at the adjacent time interval in the moving direction can also be acquired in response to the moving operation aiming at the virtual character at the adjacent time interval in the moving direction.
Alternatively, the acceleration of the virtual character may be directly acquired in response to a movement operation for the virtual character in the movement direction.
And S203, determining the motion state of the virtual character in the game scene according to the moving speed.
When the obtained speed sequence of the virtual character is the speed sequence of the virtual character, the change situation of the movement speed of the virtual character can be determined according to the speed sequence, and therefore the movement state of the virtual character in the game scene is determined.
When the acquired movement speed of the virtual character in the adjacent time interval is obtained, the motion acceleration of the virtual character can be determined according to the movement speed in the adjacent time interval, so that the motion state of the virtual character in the game scene is determined according to the motion acceleration, for example: when the acceleration is 0, the motion state is considered to be uniform motion, when the acceleration is a fixed value, the motion state is considered to be uniform acceleration motion, when the acceleration continuously increases, the motion state is considered to be acceleration motion, and when the acceleration continuously decreases, the motion state is considered to be deceleration motion, and the like.
And when the obtained acceleration of the virtual character is obtained, the motion state of the virtual character in the game scene can be directly determined according to the acceleration.
Optionally, in step S102, adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule may include: if the motion state is variable-speed motion, the sensitivity is adjusted from the preset sensitivity to the first sensitivity.
In some embodiments, when the motion state is a uniform motion, the current field of view may be adjusted to maintain a preset sensitivity, wherein the preset sensitivity may be considered as the sensitivity of the initial default setting of the system.
While various motion states of the virtual character exist in the game process, other motion states can be called variable-speed motion relative to a constant speed, wherein the variable-speed motion can include: acceleration motion, deceleration motion, etc.
When the motion state of the virtual character is a variable-speed motion, the sensitivity for adjusting the current visual field can be adjusted from a preset sensitivity to a first sensitivity, wherein the first sensitivity can be greater than the preset sensitivity or less than the preset sensitivity, and can be determined according to the setting of the game and the requirement on the sensitivity.
For example: in some types of games, when the motion state of the virtual character is accelerated motion, the current visual field needs to be quickly adjusted to match the motion of the virtual character, and at this time, the sensitivity can be increased, that is, the first sensitivity can be greater than the preset sensitivity; when the motion state of the virtual character is deceleration motion, the current visual field needs to be adjusted slowly, and at this time, the sensitivity can be reduced, that is, the first sensitivity can be smaller than the preset sensitivity.
In other types of games, when the movement state of the virtual character is accelerated movement, in order to avoid dizziness caused by rotation of the visual field, the current visual field needs to be slowly adjusted, and at this time, the sensitivity can be reduced, that is, the first sensitivity can be smaller than the preset sensitivity; when the motion state of the virtual character is deceleration motion, the adjustment speed of the current visual field can be relatively increased, and at the moment, the sensitivity can be increased, that is, the first sensitivity can be greater than the preset sensitivity.
The method will be described below by taking the change of the motion state of the virtual character and the adjustment of the sensitivity in a specific game as examples.
FIG. 3 is a third flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure; optionally, in the foregoing step, if the motion state is a variable-speed motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity may include:
and S301, if the motion state is accelerated motion, adjusting the sensitivity from the preset sensitivity to a first sensitivity.
Generally, when a game is initially installed, a default sensitivity, that is, the preset sensitivity, is included, and when the virtual character is in a normal motion state, that is, a uniform motion state, the preset sensitivity is maintained to adjust the current visual field.
In some game scenes, the virtual character may perform an accelerated motion, for example, running in the game scene, or a sliding shovel operation, and at this time, the virtual character may be switched from a regular uniform motion to an accelerated motion, and during the acceleration, the moving speed of the virtual character is faster, and at this time, the sensitivity may be reduced from a preset sensitivity in a uniform state to a first sensitivity, so that when a game player controls the current view field adjustment, and inputs the same adjustment speed and the same adjustment distance, the adjustment angle of the current view field may be reduced, and the view field adjustment speed may be reduced. That is, under the condition that the virtual character moves fast, the current visual field adjustment angle and speed are both slow, and the vertigo feeling caused by the too fast current visual field adjustment can be effectively overcome.
And S302, if the motion state is changed from accelerated motion to uniform motion, gradually adjusting the first sensitivity until the first sensitivity is restored to the preset sensitivity.
Optionally, during the accelerated movement of the virtual character, as the friction force is continuously increased, the speed is gradually decreased, that is, the speed is gradually decreased, until the speed cannot be maintained in the accelerated movement, the speed is converted into the uniform movement.
Correspondingly, in the process of gradually decelerating from the accelerated motion to the uniform motion, the first sensitivity can be gradually increased until the preset sensitivity is recovered.
Optionally, in step S301, if the motion state is an accelerated motion, decreasing the sensitivity from the preset sensitivity to a first sensitivity may include: and if the motion state is accelerated motion and the current motion speed reaches the preset speed, adjusting the sensitivity from the preset sensitivity to the first sensitivity.
In some embodiments, when it is determined that the current motion state of the virtual character is accelerated, the preset sensitivity may be reduced to the first sensitivity when it is detected that the current motion speed of the virtual character reaches the preset speed, instead of immediately reducing the preset sensitivity when it is determined that the virtual character is just switched to the accelerated motion, so that sensitivity misadjustment caused by unstable motion may be effectively prevented, and accuracy of the sensitivity adjustment is ensured.
Optionally, the direction of movement includes a horizontal direction of movement or a vertical direction of movement.
Alternatively, the determined movement direction of the virtual character may include a horizontal movement direction and a vertical movement direction in response to the control operation for the virtual character, and the adjustment method for the sensitivity is the same when the movement state is an accelerated movement or a uniform movement, regardless of the horizontal movement direction or the vertical movement direction.
FIG. 4 is a fourth flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure; optionally, when the moving direction is a vertical moving direction, in step S302, if the moving state is switched from the accelerated motion to the uniform motion, the gradually adjusting the first sensitivity until the first sensitivity is restored to the preset sensitivity may include:
s401, if the motion state is that the acceleration motion is switched into the uniform acceleration motion, determining a second sensitivity according to the speed of the uniform acceleration motion and a preset speed, and adjusting the sensitivity from the first sensitivity to the second sensitivity.
In some embodiments, for the case that the movement direction is the vertical direction, since the virtual character is influenced by the airflow and rapidly ascends in the process of performing the accelerated ascending movement in the vertical direction, the virtual character is gradually switched to the uniform accelerated ascending movement along with the friction force and the upward thrust of the airflow until the virtual character is separated from the ascending airflow, and the speed starts to gradually descend until the virtual character is switched to the uniform movement.
Optionally, when the motion state is switched from the accelerated motion to the uniform accelerated motion, since the motion speed of the virtual character is faster than the accelerated motion in the uniform accelerated motion process, at this time, the first sensitivity may be reduced to the second sensitivity, where the second sensitivity may be determined according to the speed during the uniform accelerated motion and the preset speed.
It should be noted that, during the uniform acceleration movement, since the movement speed is kept constant all the time, the second sensitivity can be kept during the whole uniform acceleration movement.
And S402, if the motion state is switched from uniform acceleration motion to uniform motion, in the switching process, if the current speed is reduced to a preset speed, adjusting the second sensitivity to the preset sensitivity.
Alternatively, during the uniform acceleration movement, the velocity begins to decrease as the avatar disengages from the updraft, at which point the second sensitivity may be gradually increased, but not exceeding the preset sensitivity. In the process of switching from the uniform acceleration motion to the uniform velocity motion, when the current motion speed is determined to be reduced to the preset speed, the second sensitivity can be adjusted to the preset sensitivity. Also, the adjustment error is avoided.
The preset speed is a speed value between the acceleration speed and the uniform acceleration speed, and the preset speed can be determined according to the speed during uniform motion, and usually, twenty percent of the uniform speed can be taken.
FIG. 5 is a fifth flowchart illustrating a method for controlling a field of view in a game according to an embodiment of the present disclosure; optionally, in step S401, determining the second sensitivity according to the speed of the uniform acceleration motion and the preset speed may include:
s501, determining a speed difference value between the speed of the uniform acceleration motion and a preset speed according to the speed of the uniform acceleration motion and the preset speed.
Optionally, the motion speed of the uniform acceleration motion may be obtained, and the difference between the speed of the uniform acceleration motion and the preset speed is obtained.
And S502, determining a second sensitivity according to the speed difference.
Alternatively, based on the calculated velocity difference, the second sensitivity with which the uniform acceleration motion is performed can be calculated.
In some embodiments, the speed difference value and the second sensitivity have a certain proportional relationship, and when the speed difference value is larger, that is, the moving speed of the virtual character is faster, the second sensitivity that needs to be corresponding is smaller, and the second sensitivity of the speed difference value under any value can be determined through the configured proportional relationship between the speed difference value and the second sensitivity.
In some embodiments, in the game process, the adjustment of the field of view may be implemented by some external device operations, of course, may also be implemented by physical hardware on the terminal device, and may also be implemented by virtual control operations on a graphical user interface of the terminal device.
For the end game, the field of view can be adjusted through an external device, the external device can be a mouse, a keyboard, a gamepad and the like, and for the hand game, the field of view can be adjusted through physical hardware on the terminal device or a virtual control on a graphical user interface. The physical hardware on the terminal device may be a volume key, a power-off key, etc., and the virtual control on the graphical user interface may be a virtual operation control set when different functions are to be implemented for different games.
When the external device is a mouse or a keyboard, the sensitivity can be adjusted by modifying the attribute configuration parameters of the mouse and the keyboard. When the external device is a game handle, the sensitivity can be adjusted through the setting of peripheral parameters, or the sensitivity can be adjusted through keys on the game handle. And when the control is a virtual control, the control of the sensitivity can be realized by a program, or the one-key setting can be carried out by game setting.
It should be noted that, when the current field of view is adjusted by the mouse, there may be an adjustment angle and speed for controlling the field of view by the roller of the mouse and the left and right keys, respectively, and then, the adjustment of the sensitivity of the mouse may include adjustment of the sensitivity of the roller of the mouse and adjustment of the sensitivity of the left and right keys, so as to achieve precise adjustment of the sensitivity.
In summary, the method for controlling a field of view in a game provided by the embodiment includes: acquiring the motion state of a virtual character in a game scene; adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule, wherein the sensitivity is the sensitivity for adjusting the current visual field; and controlling and adjusting the current visual field according to the adjusted sensitivity in response to receiving an adjustment instruction of the current visual field. In the embodiment, the motion state of the virtual character is acquired, and the control sensitivity is dynamically adjusted in real time according to the motion state, so that the virtual character has sensitivity matched with the motion state in any motion state to control the current visual field, the vertigo generated when a game player executes a game is reduced, and the game experience of the player is greatly improved.
The following describes apparatuses, devices, and storage media for executing the in-game visual field control method provided by the present application, and specific implementation processes and technical effects thereof are referred to above, and will not be described again below.
Fig. 6 is a schematic diagram of a field control device in a game according to an embodiment of the present application, where functions implemented by the field control device in the game correspond to steps executed by the foregoing method. The apparatus may be understood as the computer or the server, or the processor of the server, or may be understood as a component that is independent from the server or the processor and implements the functions of the present application under the control of the server, where a graphical user interface is provided by the terminal device, content displayed on the graphical user interface at least includes a part of a game scene in a current view, the game scene includes virtual characters controlled and operated by the terminal device, and the current view is configured to be adjusted by receiving an operation instruction through the terminal device, as shown in fig. 6, the apparatus may include: an acquisition module 610, an adjustment module 620, and a control module 630;
an obtaining module 610, configured to obtain a motion state of a virtual character in a game scene;
the adjusting module 620 is configured to adjust and control the sensitivity according to the motion state and a preset sensitivity adjustment rule, where the sensitivity is a sensitivity for adjusting the current field of view;
and the control module 630 is configured to, in response to receiving an adjustment instruction for the current field of view, control to adjust the current field of view according to the adjusted sensitivity.
Optionally, the obtaining module 610 is specifically configured to
In response to a control operation for the virtual character, determining a movement direction of the virtual character in the game scene;
acquiring a moving speed of the virtual character in response to a moving operation in a moving direction for the virtual character;
and determining the motion state of the virtual character in the game scene according to the moving speed.
Optionally, the adjusting module 620 is specifically configured to adjust the sensitivity from a preset sensitivity to a first sensitivity if the motion state is a variable-speed motion.
Optionally, an adjustment module 620, in particular for
If the motion state is accelerated motion, adjusting the sensitivity from the preset sensitivity to a first sensitivity;
if the motion state is switched from accelerated motion to uniform motion, the first sensitivity is gradually adjusted until the first sensitivity is restored to the preset sensitivity.
Optionally, an adjustment module 620, in particular for
And if the motion state is accelerated motion and the current motion speed reaches the preset speed, adjusting the sensitivity from the preset sensitivity to the first sensitivity.
Optionally, the direction of movement includes a horizontal direction of movement or a vertical direction of movement.
Optionally, when the moving direction is a vertical moving direction; adjustment module 620, in particular for
If the motion state is switched from accelerated motion to uniform accelerated motion, determining second sensitivity according to the speed of the uniform accelerated motion and a preset speed, and adjusting the sensitivity from the first sensitivity to the second sensitivity;
if the motion state is switched from uniform acceleration motion to uniform motion, in the switching process, if the current speed is reduced to the preset speed, the second sensitivity is adjusted to the preset sensitivity.
Optionally, an adjustment module 620, in particular for
Determining a speed difference value between the speed of the uniform acceleration motion and a preset speed according to the speed of the uniform acceleration motion and the preset speed;
and determining the second sensitivity according to the speed difference.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
The modules may be connected or in communication with each other via a wired or wireless connection. The wired connection may include a metal cable, an optical cable, a hybrid cable, etc., or any combination thereof. The wireless connection may comprise a connection over a LAN, WAN, bluetooth, ZigBee, NFC, or the like, or any combination thereof. Two or more modules may be combined into a single module, and any one module may be divided into two or more units. It can be clearly understood by those skilled in the art that, for convenience and brevity of description, the specific working processes of the system and the apparatus described above may refer to corresponding processes in the method embodiments, and are not described in detail in this application.
It should be noted that the above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, the modules may be integrated together and implemented in the form of a System-on-a-chip (SOC).
Fig. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present application, where the electronic device may be a computing device with a data processing function.
The device includes: a processor 801 and a memory 802.
The memory 802 is used for storing programs, and the processor 801 calls the programs stored in the memory 802 to execute the above-mentioned method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
In which the memory 802 stores program code that, when executed by the processor 801, causes the processor 801 to perform the various steps in the in-game field-of-view control method according to various exemplary embodiments of the present application described in the "exemplary methods" section above in this specification.
The Processor 801 may be a general-purpose Processor, such as a Central Processing Unit (CPU), a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, discrete Gate or transistor logic device, discrete hardware components, and may implement or execute the methods, steps, and logic blocks disclosed in the embodiments of the present Application. A general purpose processor may be a microprocessor or any conventional processor or the like. The steps of a method disclosed in connection with the embodiments of the present application may be directly implemented by a hardware processor, or may be implemented by a combination of hardware and software modules in a processor.
Memory 802, which is a non-volatile computer-readable storage medium, may be used to store non-volatile software programs, non-volatile computer-executable programs, and modules. The Memory may include at least one type of storage medium, and may include, for example, a flash Memory, a hard disk, a multimedia card, a card-type Memory, a Random Access Memory (RAM), a Static Random Access Memory (SRAM), a Programmable Read Only Memory (PROM), a Read Only Memory (ROM), a charge Erasable Programmable Read Only Memory (EEPROM), a magnetic Memory, a magnetic disk, an optical disk, and so on. The memory is any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer, but is not limited to such. The memory 802 in the embodiments of the present application may also be circuitry or any other device capable of performing a storage function for storing program instructions and/or data.
Optionally, the present application also provides a program product, such as a computer readable storage medium, comprising a program which, when being executed by a processor, is adapted to carry out the above-mentioned method embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to perform some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.

Claims (11)

1. A method for controlling a field of view in a game is characterized in that a terminal device provides a graphical user interface, the content displayed on the graphical user interface at least comprises a part of game scene under a current field of view, the game scene comprises virtual characters controlled and operated by the terminal device, and the current field of view is configured to be adjusted by the terminal device receiving an operation instruction, and the method comprises the following steps:
acquiring the motion state of the virtual character in the game scene;
adjusting control sensitivity according to the motion state and a preset sensitivity adjustment rule, wherein the sensitivity is used for adjusting the current visual field;
and controlling and adjusting the current visual field according to the adjusted sensitivity in response to receiving an adjustment instruction of the current visual field.
2. The method of claim 1, wherein the obtaining the motion state of the virtual character in the game scene comprises:
in response to a control operation for the virtual character, determining a direction of movement of the virtual character in the game scene;
acquiring a moving speed of the virtual character in response to a moving operation for the virtual character in the moving direction;
and determining the motion state of the virtual character in the game scene according to the moving speed.
3. The method of claim 2, wherein adjusting the control sensitivity according to the motion state and a preset sensitivity adjustment rule comprises:
and if the motion state is variable-speed motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity.
4. The method of claim 3, wherein if the motion state is a variable speed motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity comprises:
if the motion state is accelerated motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity;
and if the motion state is switched from the accelerated motion to the uniform motion, gradually adjusting the first sensitivity until the first sensitivity is recovered to the preset sensitivity.
5. The method of claim 4, wherein if the motion state is an accelerated motion, adjusting the sensitivity from a preset sensitivity to a first sensitivity comprises:
and if the motion state is accelerated motion and the current motion speed reaches a preset speed, adjusting the sensitivity from the preset sensitivity to a first sensitivity.
6. The method of claim 4 or 5, wherein the direction of movement comprises a horizontal direction of movement or a vertical direction of movement.
7. The method of claim 6, wherein the direction of movement is the vertical direction of movement;
if the motion state is switched from the accelerated motion to the uniform motion, gradually adjusting the first sensitivity until the first sensitivity is restored to the preset sensitivity, including:
if the motion state is switched from the accelerated motion to the uniform accelerated motion, determining a second sensitivity according to the speed of the uniform accelerated motion and a preset speed, and adjusting the sensitivity from the first sensitivity to the second sensitivity;
if the motion state is switched from the uniform acceleration motion to the uniform motion, in the switching process, if the current speed is reduced to the preset speed, the second sensitivity is adjusted to the preset sensitivity.
8. The method of claim 7, wherein determining a second sensitivity based on the velocity of the uniform acceleration motion and the preset velocity comprises:
determining a speed difference value between the speed of the uniform acceleration motion and the preset speed according to the speed of the uniform acceleration motion and the preset speed;
and determining the second sensitivity according to the speed difference.
9. An in-game visual field control device, wherein a terminal device provides a graphical user interface, content displayed on the graphical user interface at least comprises a part of game scenes under a current visual field, the game scenes comprise virtual characters controlled and operated by the terminal device, and the current visual field is configured to be adjusted by the terminal device receiving an operation instruction, the device comprises: the device comprises an acquisition module, an adjustment module and a control module;
the obtaining module is used for obtaining the motion state of the virtual character in the game scene;
the adjusting module is used for adjusting and controlling the sensitivity according to the motion state and a preset sensitivity adjusting rule, wherein the sensitivity is used for adjusting the current visual field;
and the control module is used for responding to the received adjustment instruction of the current visual field and controlling and adjusting the current visual field according to the adjusted sensitivity.
10. An electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, when the electronic device runs, the processor and the storage medium communicate through the bus, and the processor executes the program instructions to execute the steps of the in-game field control method according to any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that the storage medium has stored thereon a computer program which, when being executed by a processor, performs the steps of the in-game field-of-view control method according to any one of claims 1 to 8.
CN202111088390.9A 2021-09-16 2021-09-16 In-game visual field control method, device, equipment and storage medium Pending CN113769384A (en)

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