CN113952718A - Display control method and device in game - Google Patents

Display control method and device in game Download PDF

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Publication number
CN113952718A
CN113952718A CN202111161140.3A CN202111161140A CN113952718A CN 113952718 A CN113952718 A CN 113952718A CN 202111161140 A CN202111161140 A CN 202111161140A CN 113952718 A CN113952718 A CN 113952718A
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China
Prior art keywords
game scene
scene area
game
target event
user interface
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Pending
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CN202111161140.3A
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Chinese (zh)
Inventor
隆冬
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111161140.3A priority Critical patent/CN113952718A/en
Publication of CN113952718A publication Critical patent/CN113952718A/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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress

Abstract

The application discloses a display control method and a device in a game, wherein the method comprises the following steps: responding to the movement control instruction, controlling the first virtual character to move in the game scene, and determining a first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character; in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event at the graphical user interface; and responding to the viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface. By using the method, the condition of the third game scene corresponding to the target event can be efficiently obtained, and the method is beneficial to the player to efficiently and accurately control the game situation.

Description

Display control method and device in game
Technical Field
The application relates to the technical field of human-computer interaction, in particular to a display control method in a game. The present application also relates to an in-game display control device, a game terminal, and a computer-readable storage medium.
Background
In a mainstream MOBA game (Multiplayer Online game) on a mobile platform, a virtual shot is locked on a virtual character controlled by a player, and when another game event occurs and a notification of the game event is generated (the game event may be any event, such as a teammate hit-and-kill event or an enemy hit-and-kill event), if the player wants to view another game scene corresponding to the game event (e.g., a game global situation after the game event occurs), a processing manner of the virtual shot is inconvenient.
Disclosure of Invention
Embodiments of the present application provide a display control method and apparatus in a game, a game terminal, and a computer-readable storage medium, so as to solve the technical problem in the prior art that a processing manner of a virtual shot is inconvenient, for example, only a visual field control manner such as sliding a graphical user interface or a global map (minimap) of a game scene can be used to move the virtual shot, and a display scene of the graphical user interface has to be changed accordingly. The embodiment of the application provides a display control method in a game, wherein the game comprises a first virtual character positioned in a game scene, and the method comprises the following steps:
responding to a movement control instruction, controlling the first virtual character to move in the game scene, and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character;
in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event at the graphical user interface;
and responding to a viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, the displaying, in response to the viewing instruction for the target event, a third game scene area corresponding to the target event on the graphical user interface includes:
responding to a trigger instruction of the notification information aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, the method further includes: responding to a target event occurring in a third game scene area in the game scene, and outputting a correlation identifier corresponding to the target event;
the responding to the viewing instruction aiming at the target event, displaying a third game scene area corresponding to the target event on the graphical user interface, and the third game scene area comprises:
and responding to a trigger instruction of the association identifier corresponding to the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, after determining the first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character, the method further includes:
in response to a field of view control instruction, a second game scene area of the game scene displayed in the graphical user interface is determined according to the field of view control instruction.
Optionally, while the graphical user interface displays a third game scene area corresponding to the target event, the method further includes: displaying the first game scene area in a picture-in-picture display on the graphical user interface.
Optionally, the method further includes: displaying the second game scene area in a picture-in-picture display on the graphical user interface.
Optionally, the outputting the association identifier corresponding to the target event includes: displaying the third game scene area in a picture-in-picture display manner; correspondingly, the association identifier includes: the third game scene area corresponds to a sprite of the first game scene area.
Optionally, the displaying the third game scene in a picture-in-picture display manner includes: displaying a real-time presentation picture of the third game scene area in a picture-in-picture display manner in the displayed first game scene area; or playing back and displaying the occurrence scene of the target event in a picture-in-picture display mode in the displayed first game scene area according to a preset fast playing mode, and performing joint display with the real-time presentation picture of the third game scene.
Optionally, the displaying the third game scene area in a picture-in-picture display manner includes: and displaying the occurrence scene of the target event in a picture-in-picture display mode in the first game scene area in a playback mode.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: switching the first game scene area of the graphical user interface to a real-time presentation of the third game scene area.
Optionally, the association identifier includes: a control for displaying the third game scene area.
Optionally, the control is displayed within a predetermined range of the notification information.
Optionally, the control is displayed in a global map of a game scene and corresponds to a position of the third game scene area in the global map.
Optionally, the display shape of the control is a lens shape.
Optionally, the method further includes: obtaining a detection result whether the third game scene area meets a display condition; the outputting the association identifier corresponding to the target event includes: and outputting the associated identification corresponding to the target event in response to the detection result that the third game scene area meets the display condition.
Optionally, the detection result is a real-time change state, and the display state of the association identifier changes in a manner that the display state is adapted to the real-time change state of the detection result.
Optionally, the obtaining a detection result of whether the third game scene area satisfies the display condition includes: and obtaining whether the game operation body currently has a view field aiming at the third game scene area.
Optionally, the displaying, in response to the trigger instruction of the association identifier corresponding to the target event, a third game scene area corresponding to the target event on the graphical user interface includes: responding to a trigger instruction generated after the association identifier is clicked, and switching the first game scene area displayed on the graphical user interface to a third game scene area corresponding to the target event;
the method further comprises the following steps: and switching the third game scene area displayed by the graphical user interface back to the first game scene area in response to a release trigger instruction generated after the association identifier is released from pressing.
Optionally, the method further includes: and restoring and displaying the first game scene area in the graphical user interface within a preset time.
Optionally, the method further includes: and in response to the virtual rocker for controlling the first virtual character to move being triggered, restoring and displaying the first game scene area on the graphical user interface.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: displaying a third game scene area corresponding to the target event in a picture-in-picture mode in the first game scene area displayed by the graphical user interface.
An embodiment of the present application further provides a display control apparatus in a game, where the apparatus is disposed at a game terminal, the game includes a first virtual character located in a game scene, and the apparatus includes:
the first game scene area determining unit is used for responding to a movement control instruction, controlling the first virtual character to move in the game scene and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character;
a notification information output unit for outputting notification information for a target event at the graphical user interface in response to the target event occurring in a third game scene area in the game scene;
and the third game scene area display unit is used for responding to a viewing instruction aiming at the target event and displaying a third game scene area corresponding to the target event on the graphical user interface.
The embodiment of the application also provides a game terminal, which comprises a processor and a memory; wherein the memory is configured to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the display control method of the game.
Embodiments of the present application also provide a computer-readable storage medium, on which one or more computer instructions are stored, where the instructions are executed by a processor to implement the display control method of the game.
Compared with the prior art, the embodiment of the application has the following advantages:
the display control method in the game, provided by the embodiment of the application, is used for responding to a movement control instruction, controlling a first virtual character to move in a game scene, and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character; in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event at the graphical user interface; and responding to the viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface. For example, after the notification information for the target event is output by the graphical user interface, the association identifier corresponding to the target event is correspondingly output, after the association identifier is triggered, the third game scene area corresponding to the target event is displayed on the graphical user interface, or after the notification information is triggered by the player, the third game scene area corresponding to the target event is displayed on the graphical user interface, and the first game scene area can be displayed in a picture-in-picture manner in the displayed third game scene area. Compared with the mode of moving the virtual lens in a visual field control mode such as sliding a graphical user interface or a global map (small map) of the game scene and the like to determine the game scene corresponding to the game event, the method enables the player to quickly position the third game scene area corresponding to the target event, so that the condition of the third game scene area corresponding to the target event can be efficiently obtained, and the player can efficiently and accurately control the game situation. Furthermore, after the third game scene area corresponding to the target event is displayed on the graphical user interface, the first game scene area can be displayed on the graphical user interface in a picture-in-picture mode, so that the player can control the first game scene area on the premise of efficiently knowing the condition of the third game scene area corresponding to the target event, and the experience of the player is effectively improved.
Drawings
FIG. 1 is a schematic diagram of a game system according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of another gaming system provided in the embodiments of the present application;
fig. 3 is a flowchart of an in-game display control method according to a first embodiment of the present application;
FIG. 4 is a flowchart for displaying a third game scene area according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of an output target event in a game scenario provided by an embodiment of the present application;
FIG. 6 is a schematic diagram of displaying a PIP in a game scene provided by an embodiment of the present application;
FIG. 7 is a schematic diagram illustrating a display control in a game scene according to an embodiment of the present disclosure;
FIG. 8 is a schematic diagram illustrating a display control in a global map according to an embodiment of the present application;
FIG. 9 is a schematic diagram of a game scene after being switched according to an embodiment of the present application;
fig. 10 is a block diagram of elements of a display control apparatus in a game provided in a second embodiment of the present application;
fig. 11 is a schematic diagram of a logical structure of a game terminal according to a third embodiment of the present application.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. This application is capable of implementation in many different ways than those herein set forth and of similar import by those skilled in the art without departing from the spirit of this application and is therefore not limited to the specific implementations disclosed below.
It should be noted that the terms "first", "second", third "and the like in the various parts of the embodiments and drawings of this application are used for distinguishing similar objects and not necessarily for describing a particular order or sequence. Such data may be interchanged under appropriate circumstances such that embodiments of the application described herein may be practiced in other sequences than those illustrated or described herein. The terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Fig. 1 is a schematic structural diagram of a game system according to an embodiment of the present application, including a plurality of game terminals accessing the same game and a server connected to the game terminals. The game terminals 1 to 4 may be any one of a desktop computer, a notebook computer, a Personal Digital Assistant (PDA), a smart phone, a tablet computer, and the like. Each game terminal can be deployed with a client, and in a game scene, a player can control a certain virtual character to move in the game scene through the client. The server is responsible for providing services to each accessed game terminal, for example, the server broadcasts the state of a virtual character operated by a certain game terminal (for example, the virtual character is killed) to other game terminals.
Fig. 2 is a schematic structural diagram of another game system according to an embodiment of the present application, where the game system includes a plurality of game terminals, and does not include a server, and each game terminal has the function of the server shown in fig. 1.
The MOBA-type game (Multiplayer Online Battle Arena) is an important component of the network game, in which players are generally divided into two teams, the two teams compete with each other in a dispersed game map, each player controls a virtual character selected by the player to Battle with teammates through a graphical user interface of a game terminal, and the control process can be mobile operation, common attack operation, skill aiming and releasing operation, lens control, and the like. In the process, the virtual lens is locked on the virtual character operated by the player, when other game events occur and a notification of the game event is generated (the game event can be any event, such as a teammate hit-kill event or an enemy hit-kill event), if the player wants to view a game scene corresponding to the game event (for example, a game global situation corresponding to the game event after the game event occurs or a game outcome situation after the game event occurs), the player can only move the virtual lens in a visual field control manner such as sliding a graphical user interface or a global map (small map) of the game scene to find the game scene corresponding to the game event, so as to control the game situation, for example, when the teammate is hit-killed, the player often wants to view a game outcome situation of the hit-kill scene because of tactical needs, and the player looks for the position of the survivor on the global map by viewing the global map, And manually dragging the global map to move the virtual lens so as to find the residual of the killing scene. However, the method cannot quickly locate the game scene corresponding to the game event, and cannot efficiently know the situation of the game scene corresponding to the game event, so that the player cannot efficiently and accurately control the game situation, for example, find a game losing, inconvenience of lens switching, and inefficiently miss the optimal time for tactical decision-making.
And when the game scene corresponding to the game event is positioned by adopting visual field control modes such as dragging a global map or a display picture, the display scene of the graphical user interface changes, so that a player can not control the main game scene of the own visual angle at the same time.
Therefore, in the process of displaying a game scene based on a conventional game event, in order to quickly locate the game scene corresponding to the game event, thereby efficiently obtaining the situation of the game scene corresponding to the game event, so that a player can efficiently and accurately master the game situation, and in order to simultaneously master the main game scene from the own perspective of the player on the premise that the situation of the game scene corresponding to the game event is efficiently obtained by the player in the process of locating the game scene corresponding to the game event, the present application provides a game scene display method, a game scene display device corresponding to the method, a game terminal and a computer-readable storage medium capable of implementing the game scene display method. Embodiments are provided below to describe the above method, apparatus, game terminal, and computer-readable storage medium in detail.
A first embodiment of the present application provides a display control method in a game, where the game may include a plurality of virtual characters located in a game scene, and this embodiment takes a first virtual character located in the game scene as an example for description, an application main body of the display control method in the game may be a computing device application that can be used by a game operation main body (a game player) to control the first virtual character, and the computing device application may be run in a game terminal and is used by the game terminal to control and display the game scene. Fig. 3 is a flowchart of a display control method in a game according to a first embodiment of the present application, and the display control method in the game according to the present embodiment is described in detail below with reference to fig. 3. The following description refers to embodiments for the purpose of illustrating the principles of the methods, and is not intended to be limiting in actual use.
As shown in fig. 3, the display control method in the game provided by this embodiment includes the following steps:
s301, responding to the movement control instruction, controlling the first virtual character to move in the game scene, and determining a first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character.
The game operation main body controls the movement of a first virtual character in a game scene based on a graphical user interface and correspondingly generates a movement control instruction, the step is used for responding to the movement control instruction, controlling the first virtual character to move in the game scene and determining a first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character, and the first game scene area changes in real time based on the change of the movement position of the first virtual character. In the MOBA game, the first game scene area may be a main game scene corresponding to a self-viewing angle of a player when an area where a first virtual character manipulated by a game manipulation main body is located is used as a core attention area.
And S302, responding to the occurrence of the target event in the third game scene area in the game scene, and outputting notification information aiming at the target event on the graphical user interface.
After the first game scene area of the game scene displayed in the graphical user interface is determined through the steps, the steps are used for responding to the occurrence of the target event in the third game scene area in the game scene, and outputting the notification information aiming at the target event in the graphical user interface. The third game scene area corresponds to different areas in the game scene corresponding to the first game scene area and aims at the notification information of the target event; the information type may be text information describing the target event, or voice broadcast information corresponding to the target event, or combination information of the text information and the voice broadcast information, or other forms of information types (for example, simulated animation for the target event), or different forms of information types may be adopted for outputting for different event types corresponding to the target event, which is not limited herein. For example, in the MOBA game, the target event is the "game event" in the above-mentioned contents, for example, the bullet screen information displayed at the top center position of the graphical user interface "[ enemy (i) hero a ] hits and kills [ my (enemy) hero M ], and the voice broadcast prompt information may be attached. As shown in fig. 5, the notification information of the target event is the text information "friend has been killed" displayed in the current game scene.
And S303, responding to the viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
After the notification information for the target event is output on the graphical user interface through the steps, the step is used for responding to a viewing instruction for the target event and displaying a third game scene area corresponding to the target event on the graphical user interface. The process may specifically be: after the notification information is triggered by the game operation body, a trigger instruction (i.e., a view instruction for the target event) for generating the notification information for the target event is generated, and in response to the trigger instruction, a third game scene area corresponding to the target event is displayed on the graphical user interface, for example, a first game scene area displayed on the graphical user interface is switched to the third game scene area corresponding to the target event. As shown in fig. 5, the notification information of the target event is the text information "friend has been killed" displayed in the current game scene. After the text message "friend has been killed" is triggered (e.g., clicked) by the player, the current first game scene area is switched to the third game scene area where friend has been killed. The switching of the first game scene area of the graphical user interface to the third game scene area corresponding to the target event after the notification information is triggered aims to enable a player to quickly locate the third game scene area corresponding to the target event in a manner of triggering the notification information when the player knows the occurrence of the target event through the notification information, so that the occurrence process or the occurrence result of the target event can be efficiently known, the situation of the third game scene area corresponding to the target event can be efficiently known, and the player can efficiently and accurately control the game situation.
As shown in fig. 4, in another embodiment of the present application, in addition to the manner of directly triggering the notification information, the step S303 may also be implemented by triggering an association identifier, and the process is specifically as follows:
s303-1, responding to a target event occurring in a third game scene area in the game scene, and outputting a correlation identifier corresponding to the target event. For example, after outputting the notification information for the target event in the first game scene area displayed on the graphical user interface, the association identifier of the third game scene area corresponding to the target event is output, in this embodiment, the association identifier corresponding to the output target event may refer to: and displaying a third game scene area in the first game scene area in a Picture-in-Picture (PIP) display mode, wherein a large Picture and a small Picture are displayed in an overlapping mode by utilizing a digital technology so as to simultaneously present two display pictures in the graphical user interface, namely, one or more zoomed sub-pictures are inserted into a normally viewed main Picture, and the sub-pictures are arranged in the main Picture, so that the contents of the sub-pictures can be considered while paying attention to the main Picture. Correspondingly, the association identifier corresponding to the target event may be: the third game scene area corresponds to a sub-picture of the first game scene area, that is, the picture presented by the first game scene area is a main picture of the picture presented by the third game scene area, and the picture presented by the third game scene area is a sub-picture of the picture presented by the first game scene area (as shown in fig. 6).
In this embodiment, the third game scene area displayed in the above-mentioned manner may be a playback screen of an occurrence scene for the target event, or a real-time presentation screen of a scene after the target event occurs at the current time point. The display of the third game scene area in the first game scene area in the picture-in-picture display manner may include the following types:
the type one is as follows: and displaying a real-time rendering picture of the third game scene area in a picture-in-picture mode in the displayed first game scene area. That is, the player only preliminarily knows the real-time rendering picture of the scene at the current time point after the target event occurs through the sub-pictures in the picture-in-picture.
Type two: and playing back the occurrence scene of the display target event in a picture-in-picture display mode in a preset fast play mode in the displayed first game scene area, and performing joint display with the real-time presentation picture of the third game scene area. Namely, the sub-picture of the first game scene area displays the quick playback of the occurrence scene of the target event, and the quick playback picture is jointed with the real-time presentation picture of the third game scene area and then is displayed in a combined mode. In this way, the player can preliminarily know the full view of the target event (including the occurrence process and the real-time display picture after the occurrence of the target event) through the sub-picture in the picture-in-picture.
Type three: and displaying the occurrence scene of the target event in a picture-in-picture display mode in the first game scene area in a playback mode. That is, the player only preliminarily knows the occurrence scene of the target event through the sub-picture in the picture-in-picture, and the occurrence scene is a history scene and is not a real-time presentation scene at the current time point after the target event occurs.
It should be noted that, the association identifier may also be a control for displaying the third game scene (for example, a button for switching from the displayed first game scene region to the third game scene region), and the control may be displayed at any position of the first game scene region, in this embodiment, in order to achieve the effect of reminding the player, the control is preferably displayed within a predetermined range of the notification information for the target event, for example, the control is displayed at a position close to the notification information for the target event (as shown in fig. 7), and the player may perceive the control in as short a time as possible and make a decision whether to trigger the control.
In another embodiment of the present application, the control may be further displayed in a global map (small map) of the game scene, and the position of the control corresponds to the position of the third game scene area in the global map (as shown in fig. 8), that is, the area covered by the control is the occurrence area of the target event, through this arrangement, the occurrence area of the target event can be displayed to the player in a more vivid and intuitive manner, so that the player can more quickly obtain the azimuth information of the occurrence area of the target event relative to the global map.
In this embodiment, the display shape of the control can be set to be a lens shape (as shown in fig. 7 or fig. 8), so as to inform the player of the meaning and the function of the control, and the meaning and the function of the control can be more vividly and intuitively conveyed to the player through the setting, so as to reduce the understanding cost of the player in the operation and game processes.
It should be noted that, after the notification information for the target event is output, it is further required to detect whether the third game scene area satisfies the display condition to obtain a corresponding detection result, for example, whether the game operation subject currently has a view field for the third game scene area, or whether the virtual character operated by the game operation subject currently reaches a level at which scene switching can be achieved, or other limiting conditions, and correspondingly, the association identifier of the third game scene area corresponding to the output target event may specifically be: and outputting the associated identification corresponding to the target event in response to the detection result that the third game scene area meets the display condition.
In this embodiment, the detection result of whether the third game scene area satisfies the display condition obtained through the detection may be a real-time change state, for example, the game scene changes instantaneously as time passes, the view of the first virtual character manipulated by the game manipulating body in the third game scene area changes at different time points, and the energy level, skill level or other limiting conditions of the first virtual character manipulated by the game manipulating body may also change at different time points, in which case the display state of the association identifier needs to change in accordance with the real-time change state of the detection result, for example, when the view of the first virtual character manipulated by the game manipulating body currently in the third game scene area changes from wide view to narrow view, the color of the picture of the sub-picture corresponding to the first game scene area in the third game scene area gradually changes lighter, and the display state of the sub-picture corresponding to the first game scene area changes gradually, The brightness is gradually reduced (or the color of the lens-shaped control for executing scene switching is gradually lightened, and the brightness is gradually reduced), and when the current visual field of the virtual character controlled by the game operation body for the third game scene area disappears, the sub-picture of the third game scene area corresponding to the first game scene area is in a black and white state (or the lens-shaped control for executing scene switching is in an unavailable state by graying). By the method, the player can visually, dynamically and accurately learn whether the display condition of the third game scene area is met or not at present based on the display state of the control or the display state of the sub-picture, and further determine whether the third game scene area is displayed or not, for example, whether game scene switching is carried out or not, so that convenience, referential property, controllability and accuracy of a game scene switching process are improved.
S303-2, responding to the trigger instruction aiming at the correlation identifier, and displaying a third game scene area corresponding to the target event on the graphical user interface. And switching the first game scene area of the graphical user interface to a third game scene area corresponding to the target event.
After the associated identifier corresponding to the target event is output in the sub-step S303-1, this step is configured to display a third game scene region corresponding to the target event on the graphical user interface after the associated identifier is triggered (for example, after a control for performing scene switching is clicked by a player or a sub-picture displayed in a picture-in-picture manner is clicked by the player), for example, switch a first game scene region displayed by the graphical user interface to the third game scene region corresponding to the target event (as shown in fig. 9). The method comprises the steps of switching a first game scene area displayed on a graphical user interface to a third game scene area corresponding to a target event, and aims to enable a player to quickly position the third game scene area corresponding to the target event, so that the occurrence process or the occurrence result of the target event can be efficiently obtained, the situation of the third game scene area corresponding to the target event can be efficiently obtained, and the game situation can be efficiently and accurately mastered by the player.
Corresponding to the "playback display of the occurrence scene of the target event in the first game scene area in the display manner of picture-in-picture" in the type three corresponding to the "display of the third game scene area in the display manner of picture-in-picture in the first game scene area" in the step S303-1, the switching of the first game scene area of the graphical user interface to the third game scene area corresponding to the target event in this step may be: and switching the first game scene area of the graphical user interface to a real-time rendering picture of the third game scene area. For example, the occurrence scene of the target event is displayed in a sub-picture of the first game scene area in a playback manner, and when the sub-picture is triggered by the player, the first game scene area as the main picture is switched to a real-time presentation picture of the scene after the target event occurs at the current time point. Through the mode, a player can quickly acquire the content of the target event by watching the sub-pictures in the first game scene area, and can acquire the real-time display picture of the scene after the target event occurs at the current time point through the complete graphical user interface after executing scene switching, so that the display mode of the game scene is matched with the display content, the target event (occurring and occurring) is more fully and comprehensively controlled, and the decision making of the player on the basis of accurately controlling the game situation is facilitated. For example, before the first game scene area of the graphical user interface is switched to the third game scene area corresponding to the target event, the focus of attention of the player is in the first game scene area, the sub-picture is only used as an auxiliary reference for understanding the current situation of the game, the target event is an unchangeable event which has already occurred, and the game scene at the current time point after the target event occurs really has an influence on the current situation of the game and has more reference value, so the importance degree of the playback picture of the target event is lower than that of the real-time presentation picture after the target event occurs, the playback picture is displayed in the sub-picture before the game scene switching, and the real-time presentation picture is displayed in the graphical user interface after the switching, so that the importance degree of the display content is matched with the display mode.
Optionally, while the graphical user interface displays the third game scene area corresponding to the target event, the method further includes: the first game scene area is displayed in a picture-in-picture manner on the graphical user interface.
In another embodiment of the application, the displaying, in the graphical user interface, the third game scene area corresponding to the target event in response to the trigger instruction for the association identifier corresponding to the target event may further be: and switching the first game scene area displayed by the graphical user interface to a third game scene area corresponding to the target event in response to a trigger instruction generated after the association identifier is clicked, and switching the third game scene area displayed by the graphical user interface back to the first game scene area in response to a release trigger instruction generated after the association identifier is released from being pressed. For example, when a lens-shaped control (a region covered by the control is an occurrence region of a target event) displayed in a global map (a small map) of a game interface and having a position corresponding to the occurrence region of the target event is pressed (not released) by a player, a first game scene region (a game controller's own perspective scene) of the graphic user interface is switched to a third game scene region (a scene in which a player's teammate is killed) corresponding to the target event, and when the control is released from being pressed by the player, the third game scene region (a scene in which the player's teammate is killed) of the graphic user interface is switched back to the first game scene region (the game controller's own perspective scene). Through the mode, the control on the target event (when the target event occurs or after the target event occurs) can be realized in a mode of being more close to the game scene, namely, in the game operation process, the game situation changes instantly, and through the operation of pressing the control piece or the sub-picture for one time and releasing, the control on the target event (when the target event occurs or after the target event occurs) and the restoration of the view angle scene of a game operator can be realized in a continuous and gapless mode, so that the operation is simplified, and the efficiency of the game control process is more adaptive.
In another embodiment of the present application, the first game scene area may be restored and displayed on the graphical user interface by: : the first game scene area is restored and displayed on the graphical user interface within a preset time, for example, the third game scene area of the graphical user interface is switched back to the first game scene area within the preset time (for example, the third game scene area of the graphical user interface is automatically switched back to the first game scene area within 0.5 second after the first game scene area of the graphical user interface is switched to the third game scene area corresponding to the target event), or, in response to the virtual joystick for controlling the movement of the first virtual character being triggered, the first game scene area is restored and displayed on the graphical user interface, for example, the third game scene area of the graphical user interface is switched back to the first game scene area after the virtual joystick is triggered (the virtual joystick originally used for controlling the movement of the virtual character is endowed with a new scene restoration function in the application, that is, after the virtual joystick is clicked by the player, the third game scene area of the graphical user interface is switched back to the first game scene area), or, in response to a trigger on a sub-picture corresponding to the first game scene area displayed in the third game scene area in a picture-in-picture display manner, the third game scene area of the graphical user interface is switched back to the first game scene area.
It should be noted that, in this embodiment, after the first game scene area of the graphical user interface is switched to the third game scene area corresponding to the target event, the first game scene area needs to be displayed in the third game scene area in a picture-in-picture display manner (as shown in fig. 9), that is, a picture presented by the third game scene area is taken as a main picture, and a picture presented by the first game scene area is taken as a sub-picture of the third game scene area.
It should be noted that, in another embodiment of the present application, after the first game scene area displayed in the graphical user interface of the game scene is determined according to the position of the first virtual character in step S301, a second game scene area displayed in the graphical user interface of the game scene is determined according to a view control instruction in response to the view control instruction. That is, after it is determined that the first virtual character moves to the first game scene area, the game console performs visual field control by sliding the graphical user interface, a global map (minimap) of the game scene, or the like, or performs visual field control by another shortcut tool displayed on the graphical user interface, and generates a visual field control command accordingly, for example, the visual field control command may be a mouse movement command (the game console performs visual field control on the game scene by changing the display content of the graphical user interface by moving the mouse) or a slide command acting on the graphical user interface (the game console performs visual field control on the game scene by changing the display content of the graphical user interface by directly sliding the graphical user interface). In this case, the second game scene area may be equivalent to the first game scene area in the above step S302 and step S303, the first game scene area in the above step S302 and step S303 may be replaced with the second game scene area, and the achieved effect may refer to the content related to the first game scene area in the above step S302 and step S303, for example, the notification information for the target event may be output on the graphical user interface in the above step S302, or the notification information for the target event may be output in the second game scene area displayed on the graphical user interface; the step S303 of displaying the third game scene area corresponding to the target event on the graphical user interface may also be switching the second game scene area displayed on the graphical user interface to the third game scene area, and may also display the second game scene area on the graphical user interface in a picture-in-picture manner. In the outputting of the association identifier corresponding to the target event, the association identifier corresponding to the target event may be a sub-picture of a third game scene area corresponding to a second game scene area, and the displaying of the third game scene in a picture-in-picture manner may also refer to: and displaying a real-time presentation picture of the third game scene area in a picture-in-picture mode in the displayed second game scene area, or playing back and displaying an occurrence scene of the target event in a preset fast playing mode in a picture-in-picture mode in the displayed second game scene area, and performing joint display with the real-time presentation picture of the third game scene. The above displaying the third game scene in a picture-in-picture manner may further include: and correspondingly, displaying a third game scene area corresponding to the target event on the graphical user interface in a picture-in-picture manner, specifically, switching the second game scene area of the graphical user interface to a real-time display picture of the third game scene area.
The display control method in the game, provided by the embodiment of the application, is used for responding to a movement control instruction, controlling a first virtual character to move in a game scene, and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character; in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event at the graphical user interface; and responding to the viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface. After the graphical user interface outputs the notification information aiming at the target event, correspondingly outputting the association identifier of the third game scene area corresponding to the target event, switching the first game scene area of the graphical user interface to the third game scene area corresponding to the target event after the association identifier is triggered, and displaying the first game scene area in the third game scene area in a picture-in-picture display mode; or, when the first game scene area of the graphical user interface (the main game scene corresponding to the self visual angle of the player) outputs the notification information aiming at the target event and the notification information is triggered by the player, the first game scene area of the graphical user interface is switched to a third game scene area corresponding to the target event, and the first game scene area is displayed in the third game scene area in a picture-in-picture display mode. According to the method, the notification information of the output target event is used as a prerequisite for displaying the third game scene area, for example, after the associated identifier or the notification information is triggered by the player, the graphical user interface can be directly switched from the current first game scene area to the third game scene area corresponding to the target event, compared with a mode of moving a virtual lens in a visual field control mode such as sliding the graphical user interface or a global map (small map) of the game scene to search for the game scene corresponding to the game event, the method enables the player to quickly position the third game scene area corresponding to the target event, so that the condition of the third game scene area corresponding to the target event is efficiently known, and the player can efficiently and accurately master the game situation. In addition, after the third game scene area corresponding to the target event is displayed on the graphical user interface, the first game scene area can be displayed on the graphical user interface in a picture-in-picture display mode, so that the player can control the first game scene area on the premise of efficiently knowing the condition of the third game scene area corresponding to the target event, and the experience of the player is effectively improved.
The display control method in the game provided by another embodiment of the present application is different from the above embodiments in that: in this embodiment, the manner of displaying the third game scene area corresponding to the target event on the graphical user interface in step S303 is as follows: the third game scene area corresponding to the target event is displayed in a picture-in-picture mode, and the purpose is as follows: by using the method, the learning way aiming at the target event can be provided for the player on the basis of not influencing the operation experience of the player (the game scene area displayed in the graphical user interface is not required to be switched, and the operation aiming at the first game scene area or the second game scene area is further not influenced), and the player can achieve the aim of mastering the game situation. For other related details, please refer to the description of the above embodiments, which is not repeated herein.
Correspondingly, the second embodiment of the present application also provides a display control device in a game, the display control device in a game can be applied to a game terminal in a software or hardware manner, the game includes a first virtual character located in a game scene, the device embodiment is basically similar to the method embodiment, so that the description is relatively simple, the detailed portions of the related technical features need to be referred to the corresponding description of the display control method embodiment in the game provided above, and the following description of the device embodiment is only illustrative.
Referring to fig. 10 to understand the embodiment, fig. 10 is a block diagram of a unit of the display control device in the game provided by the embodiment, and as shown in fig. 10, the display control device in the game provided by the embodiment includes:
a first game scene area determining unit 1001, configured to control the first virtual character to move in the game scene in response to a movement control instruction, and determine a first game scene area of the game scene displayed in a graphical user interface according to a position of the first virtual character;
a notification information output unit 1002 configured to output notification information for a target event in the graphical user interface in response to the target event occurring in a third game scene area in the game scene;
a third game scene area display unit 1003, configured to respond to the viewing instruction for the target event, and display, on the graphical user interface, a third game scene area corresponding to the target event.
Optionally, the displaying, in response to the viewing instruction for the target event, a third game scene area corresponding to the target event on the graphical user interface includes: responding to a trigger instruction of the notification information aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, the apparatus further comprises: the association identifier output unit is used for responding to a target event occurring in a third game scene area in the game scene and outputting an association identifier corresponding to the target event;
the responding to the viewing instruction aiming at the target event, displaying a third game scene area corresponding to the target event on the graphical user interface, and the third game scene area comprises: and responding to a trigger instruction of the association identifier corresponding to the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
After determining the first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character, the device further comprises: and the second game scene area determining unit is used for responding to the visual field control instruction and determining a second game scene area of the game scene displayed in the graphical user interface according to the visual field control instruction.
The device further comprises: a first game scene area display unit for displaying the first game scene area in a picture-in-picture manner on the graphical user interface.
The device further comprises: and the second game scene area display unit is used for displaying the second game scene area in a picture-in-picture display mode on the graphical user interface.
Optionally, the outputting the association identifier corresponding to the target event includes: displaying the third game scene area in a picture-in-picture display manner; correspondingly, the association identifier includes: the third game scene area corresponds to a sprite of the first game scene area.
Optionally, the displaying the third game scene in a picture-in-picture display manner includes: displaying a real-time presentation picture of the third game scene area in a picture-in-picture display manner in the displayed first game scene area; or playing back and displaying the occurrence scene of the target event in a picture-in-picture display mode in the displayed first game scene area according to a preset fast playing mode, and performing joint display with the real-time presentation picture of the third game scene.
Optionally, the displaying the third game scene area in a picture-in-picture display manner includes: and displaying the occurrence scene of the target event in a picture-in-picture display mode in the first game scene area in a playback mode.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: switching the first game scene area of the graphical user interface to a real-time presentation of the third game scene area.
Optionally, the association identifier includes: a control for displaying the third game scene area.
Optionally, the control is displayed within a predetermined range of the notification information.
Optionally, the control is displayed in a global map of a game scene and corresponds to a position of the third game scene area in the global map.
Optionally, the display shape of the control is a lens shape.
Optionally, the apparatus further comprises: a detection result obtaining unit configured to obtain a detection result of whether the third game scene area satisfies a display condition; the outputting the association identifier corresponding to the target event includes: and outputting the associated identification corresponding to the target event in response to the detection result that the third game scene area meets the display condition.
Optionally, the detection result is a real-time change state, and the display state of the association identifier changes in a manner that the display state is adapted to the real-time change state of the detection result.
Optionally, the obtaining a detection result of whether the third game scene area satisfies the display condition includes: and obtaining whether the game operation body currently has a view field aiming at the third game scene area.
Optionally, the displaying, in response to the trigger instruction of the association identifier corresponding to the target event, a third game scene area corresponding to the target event on the graphical user interface includes: responding to a trigger instruction generated after the association identifier is clicked, and switching the first game scene area displayed on the graphical user interface to a third game scene area corresponding to the target event;
the device further comprises: and the display switching unit is used for responding to a release trigger instruction generated after the association identifier is released from being pressed, and switching the third game scene area displayed by the graphical user interface back to the first game scene area.
Optionally, the apparatus further comprises: and the first restoration display unit is used for restoring and displaying the first game scene area on the graphical user interface within a preset time.
Optionally, the apparatus further comprises: and the second restoring and displaying unit is used for restoring and displaying the first game scene area on the graphical user interface in response to the fact that the virtual rocker for controlling the first virtual character to move is triggered.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: displaying a third game scene area corresponding to the target event in a picture-in-picture mode in the first game scene area displayed by the graphical user interface.
By using the display control device in the game provided by the embodiment of the application, the player can quickly position the third game scene area corresponding to the target event, so that the condition of the third game scene area corresponding to the target event can be efficiently obtained, and the player can efficiently and accurately control the game situation. Furthermore, after the third game scene area corresponding to the target event is displayed on the graphical user interface, the first game scene area can be displayed on the graphical user interface in a picture-in-picture mode, so that the player can control the first game scene area on the premise of efficiently knowing the condition of the third game scene area corresponding to the target event, and the experience of the player is effectively improved.
In the above embodiments, a display control method in a game and a display control device in a game are provided, and in addition, a third embodiment of the present application also correspondingly provides a game terminal, which can implement the display control method in a game provided by the above first embodiment, or which is provided with the display control device in a game provided by the above second embodiment in a software or hardware manner. Since the embodiment of the game terminal is basically similar to the embodiment of the method, the description is relatively simple, and the details of the related technical features are only given by referring to the corresponding description of the embodiment of the display control method in the game provided above, and the following description of the embodiment of the game terminal is only illustrative. The embodiment of the game terminal is as follows:
please refer to fig. 11 for understanding the present embodiment, fig. 11 is a schematic diagram of a game terminal provided in the present embodiment.
As shown in fig. 11, the present embodiment provides a game terminal including: a processor 1101 and a memory 1102;
the memory 1102 is used for storing computer instructions for executing a display control method in a game, which when read and executed by the processor 1101, performs the following operations:
responding to a movement control instruction, controlling the first virtual character to move in the game scene, and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character;
in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event at the graphical user interface;
and responding to a viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, the displaying, in response to the viewing instruction for the target event, a third game scene area corresponding to the target event on the graphical user interface includes:
responding to a trigger instruction of the notification information aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, the method further includes: responding to a target event occurring in a third game scene area in the game scene, and outputting a correlation identifier corresponding to the target event;
the responding to the viewing instruction aiming at the target event, displaying a third game scene area corresponding to the target event on the graphical user interface, and the third game scene area comprises:
and responding to a trigger instruction of the association identifier corresponding to the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, after determining the first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character, the method further includes:
in response to a field of view control instruction, a second game scene area of the game scene displayed in the graphical user interface is determined according to the field of view control instruction.
Optionally, the method further includes: displaying the first game scene area in a picture-in-picture display on the graphical user interface.
Optionally, the method further includes: displaying the second game scene area in a picture-in-picture display on the graphical user interface.
Optionally, the outputting the association identifier corresponding to the target event includes: displaying the third game scene area in a picture-in-picture display manner; correspondingly, the association identifier includes: the third game scene area corresponds to a sprite of the first game scene area.
Optionally, the displaying the third game scene in a picture-in-picture display manner includes: displaying a real-time presentation picture of the third game scene area in a picture-in-picture display manner in the displayed first game scene area; or playing back and displaying the occurrence scene of the target event in a picture-in-picture display mode in the displayed first game scene area according to a preset fast playing mode, and performing joint display with the real-time presentation picture of the third game scene.
Optionally, the displaying the third game scene area in a picture-in-picture display manner includes: and displaying the occurrence scene of the target event in a picture-in-picture display mode in the first game scene area in a playback mode.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: switching the first game scene area of the graphical user interface to a real-time presentation of the third game scene area.
Optionally, the association identifier includes: a control for displaying the third game scene area.
Optionally, the control is displayed within a predetermined range of the notification information.
Optionally, the control is displayed in a global map of a game scene and corresponds to a position of the third game scene area in the global map.
Optionally, the display shape of the control is a lens shape.
Optionally, the method further includes: obtaining a detection result whether the third game scene area meets a display condition; the outputting the association identifier corresponding to the target event includes: and outputting the associated identification corresponding to the target event in response to the detection result that the third game scene area meets the display condition.
Optionally, the detection result is a real-time change state, and the display state of the association identifier changes in a manner that the display state is adapted to the real-time change state of the detection result.
Optionally, the obtaining a detection result of whether the third game scene area satisfies the display condition includes: and obtaining whether the game operation body currently has a view field aiming at the third game scene area.
Optionally, the displaying, in response to the trigger instruction of the association identifier corresponding to the target event, a third game scene area corresponding to the target event on the graphical user interface includes: responding to a trigger instruction generated after the association identifier is clicked, and switching the first game scene area displayed on the graphical user interface to a third game scene area corresponding to the target event;
further comprising: and switching the third game scene area displayed by the graphical user interface back to the first game scene area in response to a release trigger instruction generated after the association identifier is released from pressing.
Optionally, the method further includes: and restoring and displaying the first game scene area in the graphical user interface within a preset time.
Optionally, the method further includes: and in response to the virtual rocker for controlling the first virtual character to move being triggered, restoring and displaying the first game scene area on the graphical user interface.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: displaying a third game scene area corresponding to the target event in a picture-in-picture mode in the first game scene area displayed by the graphical user interface.
By using the game terminal provided by the embodiment, the player can quickly position the third game scene area corresponding to the target event, so that the condition of the third game scene area corresponding to the target event can be efficiently obtained, and the game terminal is beneficial for the player to efficiently and accurately control the game situation. Furthermore, after the third game scene area corresponding to the target event is displayed on the graphical user interface, the first game scene area can be displayed on the graphical user interface in a picture-in-picture mode, so that the player can control the first game scene area on the premise of efficiently knowing the condition of the third game scene area corresponding to the target event, and the experience of the player is effectively improved.
In the above-described embodiments, an in-game display control method, an in-game display control apparatus, and a game terminal are provided, and furthermore, a fourth embodiment of the present application also provides a computer-readable storage medium for implementing the in-game display control method. The embodiments of the computer-readable storage medium provided in the present application are described relatively simply, and for relevant portions, reference may be made to the corresponding descriptions of the above method embodiments, and the embodiments described below are merely illustrative.
The present embodiments provide a computer readable storage medium having stored thereon computer instructions that, when executed by a processor, perform the steps of:
responding to a movement control instruction, controlling the first virtual character to move in the game scene, and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character;
in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event at the graphical user interface;
and responding to a viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, the displaying, in response to the viewing instruction for the target event, a third game scene area corresponding to the target event on the graphical user interface includes:
responding to a trigger instruction of the notification information aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, the method further includes: responding to a target event occurring in a third game scene area in the game scene, and outputting a correlation identifier corresponding to the target event;
the responding to the viewing instruction aiming at the target event, displaying a third game scene area corresponding to the target event on the graphical user interface, and the third game scene area comprises:
and responding to a trigger instruction of the association identifier corresponding to the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
Optionally, after determining the first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character, the method further includes:
in response to a field of view control instruction, a second game scene area of the game scene displayed in the graphical user interface is determined according to the field of view control instruction.
Optionally, the method further includes: displaying the first game scene area in a picture-in-picture display on the graphical user interface.
Optionally, the method further includes: displaying the second game scene area in a picture-in-picture display on the graphical user interface.
Optionally, the outputting the association identifier corresponding to the target event includes: displaying the third game scene area in a picture-in-picture display manner; correspondingly, the association identifier includes: the third game scene area corresponds to a sprite of the first game scene area.
Optionally, the displaying the third game scene in a picture-in-picture display manner includes: displaying a real-time presentation picture of the third game scene area in a picture-in-picture display manner in the displayed first game scene area; or playing back and displaying the occurrence scene of the target event in a picture-in-picture display mode in the displayed first game scene area according to a preset fast playing mode, and performing joint display with the real-time presentation picture of the third game scene.
Optionally, the displaying the third game scene area in a picture-in-picture display manner includes: and displaying the occurrence scene of the target event in a picture-in-picture display mode in the first game scene area in a playback mode.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: switching the first game scene area of the graphical user interface to a real-time presentation of the third game scene area.
Optionally, the association identifier includes: a control for displaying the third game scene area.
Optionally, the control is displayed within a predetermined range of the notification information.
Optionally, the control is displayed in a global map of a game scene and corresponds to a position of the third game scene area in the global map.
Optionally, the display shape of the control is a lens shape.
Optionally, the method further includes: obtaining a detection result whether the third game scene area meets a display condition; the outputting the association identifier corresponding to the target event includes: and outputting the associated identification corresponding to the target event in response to the detection result that the third game scene area meets the display condition.
Optionally, the detection result is a real-time change state, and the display state of the association identifier changes in a manner that the display state is adapted to the real-time change state of the detection result.
Optionally, the obtaining a detection result of whether the third game scene area satisfies the display condition includes: and obtaining whether the game operation body currently has a view field aiming at the third game scene area.
Optionally, the displaying, in response to the trigger instruction of the association identifier corresponding to the target event, a third game scene area corresponding to the target event on the graphical user interface includes: responding to a trigger instruction generated after the association identifier is clicked, and switching the first game scene area displayed on the graphical user interface to a third game scene area corresponding to the target event;
further comprising: and switching the third game scene area displayed by the graphical user interface back to the first game scene area in response to a release trigger instruction generated after the association identifier is released from pressing.
Optionally, the method further includes: and restoring and displaying the first game scene area in the graphical user interface within a preset time.
Optionally, the method further includes: and in response to the virtual rocker for controlling the first virtual character to move being triggered, restoring and displaying the first game scene area on the graphical user interface.
Optionally, the displaying, on the graphical user interface, a third game scene area corresponding to the target event includes: displaying a third game scene area corresponding to the target event in a picture-in-picture mode in the first game scene area displayed by the graphical user interface.
By executing computer instructions stored on a computer-readable storage medium provided by the present embodiments, it is possible to implement: the player can quickly position the third game scene area corresponding to the target event, so that the condition of the third game scene area corresponding to the target event can be efficiently obtained, and the player can efficiently and accurately control the game situation. Furthermore, after the third game scene area corresponding to the target event is displayed on the graphical user interface, the first game scene area can be displayed on the graphical user interface in a picture-in-picture mode, so that the player can control the first game scene area on the premise of efficiently knowing the condition of the third game scene area corresponding to the target event, and the experience of the player is effectively improved. In a typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include forms of volatile memory in a computer readable medium, Random Access Memory (RAM) and/or non-volatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of a computer-readable medium.
1. Computer-readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), Read Only Memory (ROM), Electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), Digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include non-transitory computer readable media (transient media), such as modulated data signals and carrier waves.
2. As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Although the present application has been described with reference to the preferred embodiments, it is not intended to limit the present application, and those skilled in the art can make variations and modifications without departing from the spirit and scope of the present application, therefore, the scope of the present application should be determined by the claims that follow.

Claims (24)

1. A display control method in a game including a first virtual character positioned in a scene of the game, the method comprising:
responding to a movement control instruction, controlling the first virtual character to move in the game scene, and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character;
in response to a target event occurring in a third game scene area in the game scene, outputting notification information for the target event at the graphical user interface;
and responding to a viewing instruction aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
2. The method of claim 1, wherein the displaying, in the graphical user interface, a third game scene area corresponding to the target event in response to the viewing instruction for the target event comprises:
responding to a trigger instruction of the notification information aiming at the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
3. The method of claim 1, further comprising: responding to a target event occurring in a third game scene area in the game scene, and outputting a correlation identifier corresponding to the target event;
the responding to the viewing instruction aiming at the target event, displaying a third game scene area corresponding to the target event on the graphical user interface, and the third game scene area comprises:
and responding to a trigger instruction of the association identifier corresponding to the target event, and displaying a third game scene area corresponding to the target event on the graphical user interface.
4. The method of claim 1, wherein after determining the first game scene area of the game scene displayed in the graphical user interface according to the position of the first virtual character, the method further comprises:
in response to a field of view control instruction, a second game scene area of the game scene displayed in the graphical user interface is determined according to the field of view control instruction.
5. The method according to any one of claims 1-3, wherein while the graphical user interface displays a third game scene area corresponding to the target event, the method further comprises: displaying the first game scene area in a picture-in-picture manner on the graphical user interface.
6. The method of claim 4, further comprising: displaying the second game scene area in a picture-in-picture manner on the graphical user interface.
7. The method according to claim 3, wherein the outputting the association identifier corresponding to the target event includes:
displaying the third game scene area in a picture-in-picture manner; correspondingly, the association identifier includes: the third game scene area corresponds to a sprite of the first game scene area.
8. The method of claim 7, wherein displaying the third game scene in a picture-in-picture manner comprises:
displaying a real-time presentation of the third game scene area in a picture-in-picture manner in the displayed first game scene area; alternatively, the first and second electrodes may be,
and playing back and displaying the occurrence scene of the target event in a picture-in-picture mode in a preset fast playing mode in the displayed first game scene area, and performing joint display with a real-time presentation picture of the third game scene.
9. The method of claim 7, wherein the displaying the third game scene area in a picture-in-picture manner comprises:
and displaying the occurrence scene of the target event in a picture-in-picture manner in the first game scene area in a playback mode.
10. The method of claim 9, wherein displaying a third game scene area corresponding to the target event on the graphical user interface comprises:
and switching the first game scene area displayed by the graphical user interface to a real-time presentation picture of the third game scene area.
11. The method of claim 3, wherein the association identifier comprises: a control for displaying the third game scene area.
12. The method of claim 11, wherein the control is displayed within a predetermined range of the notification information.
13. The method of claim 11, wherein the control is displayed in a global map of the game scene and corresponds to a location of the third game scene area in the global map.
14. The method of any of claims 11-13, wherein the display shape of the control is a lens.
15. The method of claim 3, further comprising: obtaining a detection result whether the third game scene area meets a display condition;
the outputting the association identifier corresponding to the target event includes:
and outputting the associated identification corresponding to the target event in response to the detection result that the third game scene area meets the display condition.
16. The method according to claim 15, wherein the detection result is a real-time change state, and the display state of the associated identifier changes in a manner adapted to the real-time change state of the detection result.
17. The method of claim 16, wherein the obtaining of the detection result of whether the third game scene area satisfies the display condition comprises:
and obtaining whether the game operation body currently has a view field aiming at the third game scene area.
18. The method according to claim 3, wherein the displaying, in response to a trigger instruction for the association identifier corresponding to the target event, a third game scene area corresponding to the target event on the graphical user interface includes:
responding to a trigger instruction generated after the association identifier is clicked, and switching the first game scene area displayed on the graphical user interface to a third game scene area corresponding to the target event;
the method further comprises the following steps: and switching the third game scene area displayed by the graphical user interface back to the first game scene area in response to a release trigger instruction generated after the association identifier is released from pressing.
19. The method of claim 1, further comprising: and restoring and displaying the first game scene area in the graphical user interface within a preset time.
20. The method of claim 1, further comprising: and in response to the virtual rocker for controlling the first virtual character to move being triggered, restoring and displaying the first game scene area on the graphical user interface.
21. The method of claim 1, wherein the displaying, on the graphical user interface, a third game scene area corresponding to the target event comprises:
displaying a third game scene area corresponding to the target event in a picture-in-picture mode in the first game scene area displayed by the graphical user interface.
22. A display control apparatus in a game provided in a game terminal, the game including a first virtual character in a game scene, the apparatus comprising:
the first game scene area determining unit is used for responding to a movement control instruction, controlling the first virtual character to move in the game scene and determining a first game scene area of the game scene displayed in a graphical user interface according to the position of the first virtual character;
a notification information output unit for outputting notification information for a target event at the graphical user interface in response to the target event occurring in a third game scene area in the game scene;
and the third game scene area display unit is used for responding to a viewing instruction aiming at the target event and displaying a third game scene area corresponding to the target event on the graphical user interface.
23. A gaming terminal comprising a processor and a memory; wherein the content of the first and second substances,
the memory is to store one or more computer instructions, wherein the one or more computer instructions are executed by the processor to implement the method of claims 1-21.
24. A computer-readable storage medium having stored thereon one or more computer instructions for execution by a processor to perform the method of claims 1-21.
CN202111161140.3A 2021-09-30 2021-09-30 Display control method and device in game Pending CN113952718A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202111161140.3A CN113952718A (en) 2021-09-30 2021-09-30 Display control method and device in game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202111161140.3A CN113952718A (en) 2021-09-30 2021-09-30 Display control method and device in game

Publications (1)

Publication Number Publication Date
CN113952718A true CN113952718A (en) 2022-01-21

Family

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Family Applications (1)

Application Number Title Priority Date Filing Date
CN202111161140.3A Pending CN113952718A (en) 2021-09-30 2021-09-30 Display control method and device in game

Country Status (1)

Country Link
CN (1) CN113952718A (en)

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