CN113975805A - Display control method and device in game and electronic equipment - Google Patents

Display control method and device in game and electronic equipment Download PDF

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Publication number
CN113975805A
CN113975805A CN202111255828.8A CN202111255828A CN113975805A CN 113975805 A CN113975805 A CN 113975805A CN 202111255828 A CN202111255828 A CN 202111255828A CN 113975805 A CN113975805 A CN 113975805A
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Prior art keywords
target virtual
game
model
horizontal line
virtual model
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Chinese (zh)
Inventor
舒小雨
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202111255828.8A priority Critical patent/CN113975805A/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
    • A63F13/53Controlling 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • 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
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8017Driving on land or water; Flying
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention provides a display control method, a display control device and electronic equipment in a game, wherein after at least part of target virtual models in a game visual field picture are obtained, a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line is determined, and the arrangement sequence of model identifications of the at least part of target virtual models is determined according to the first relative position relation; arranging model identifications of at least part of target virtual models in a target list according to an arrangement sequence; the list of targets is displayed in a graphical user interface. According to the method, the arrangement sequence of the model identifications is determined according to the relative position relation of the mapping positions of the target virtual models on the same horizontal line, and the corresponding model identifications are arranged in the target list according to the arrangement sequence, so that the correspondence between the model identifications and the specific positions of the target virtual models in the game scene can be improved, and the game experience of the player is improved.

Description

Display control method and device in game and electronic equipment
Technical Field
The present invention relates to the field of game technologies, and in particular, to a display control method and apparatus in a game, and an electronic device.
Background
In a game, a player can control a virtual object to fight with an enemy object by using a plurality of virtual weapons carried on a virtual carrier, and related weapon information is usually displayed in an interface during fighting; in another mode, a weapon selection panel can be displayed in the interface, the weapon selection panel contains weapon information of a plurality of virtual weapons, and in the mode, the correspondence between the weapon information display mode and the specific positions of the virtual weapons in the game scene is poor, so that the game experience of the player is reduced.
Disclosure of Invention
The invention aims to provide a display control method and device in a game and electronic equipment, so as to enhance the correspondence between model information and a specific position of a virtual model in a game scene and improve the game experience of a player.
The display control method in the game provided by the present disclosure provides a graphical user interface through a terminal device, and the method includes: displaying a game visual field picture through a graphical user interface, wherein the game visual field picture comprises a game scene and a virtual model positioned in the game scene; acquiring at least part of target virtual models in a game view picture, determining a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line, and determining the arrangement sequence of model identifications of the at least part of target virtual models according to the first relative position relation; arranging model identifications of at least part of target virtual models in a target list according to an arrangement sequence; the list of targets is displayed in a graphical user interface.
Further, the step of acquiring at least part of the target virtual model in the game view picture and determining the first relative position relationship of the mapping positions of the at least part of the target virtual model on the same horizontal line comprises the following steps: acquiring a first target virtual model in a game visual field picture, and determining a reference annular area based on the position of the first target virtual model in a game scene; wherein the reference annular region is connected to at least one target virtual model including the first target virtual model; and determining a second relative position relation of mapping positions of at least one target virtual model connected with the reference annular region on the same horizontal line, and determining the first relative position relation based on the second relative position relation.
Further, the game scene comprises a carrier model, and the game view picture is a game view picture formed by collecting the game scene at a first position of the carrier model according to a first orientation through a virtual camera; determining a second relative position relation of mapping positions of at least one target virtual model connected with the reference annular region on the same horizontal line, wherein the step of determining the first relative position relation based on the second relative position relation comprises the following steps: if the at least one target virtual model connected with the reference annular area is all of the at least partial target virtual models, respectively connecting the first position with the position of each target virtual model in the at least partial target virtual models in the game scene so as to map each target virtual model onto a first horizontal line; and determining the relative position relation of the mapping position of each target virtual model on the first horizontal line as a first relative position relation.
Further, the method further comprises: if at least one target virtual model connected with the reference annular region is one part of the at least part of the target virtual models, respectively connecting the first position with one part of the target virtual models, and the position of each target virtual model in the game scene so as to map each target virtual model in the one part of the target virtual models onto a second horizontal line, and determining the relative position relationship of the mapping position of each target virtual model on the second horizontal line as a second relative position relationship; determining at least one concentric circle corresponding to the reference annular region based on the positions of other target virtual models except a part of the target virtual models in the game scene in at least a part of the target virtual models; each concentric circle is connected with at least one of the other target virtual models; the first relative positional relationship is determined based on the second relative positional relationship and the at least one concentric circle.
Further, the step of determining the first relative positional relationship based on the second relative positional relationship and the at least one concentric circle includes: for each concentric circle, connecting the first position with the position of the at least one target virtual model connected with the concentric circle in the game scene respectively so as to map each target virtual model in the at least one target virtual model onto a third horizontal line; the first relative positional relationship is determined based on the second relative positional relationship and the at least one third horizontal line.
Further, the step of determining the first relative positional relationship based on the second relative positional relationship and the at least one third horizontal line includes: combining the second horizontal line and at least one third horizontal line corresponding to the second relative position relationship to obtain a combined horizontal line; and determining the relative position relation of the mapping positions of at least part of the target virtual model on the merging horizontal line as a first relative position relation.
Further, the step of acquiring the first target virtual model in the game visual field picture comprises: and determining a first target virtual model in the game scene according to the preset position of the game visual field picture.
Furthermore, the preset position of the game visual field picture is the position of the sight bead of the game visual field picture.
Further, the first position is a position of the virtual model in the carrier model for controlling the moving direction of the carrier model.
The display control device in the game provided by the present disclosure provides a graphical user interface through a terminal device, and the device includes: the first display module is used for displaying a game visual field picture through a graphical user interface, wherein the game visual field picture comprises a game scene and a virtual model positioned in the game scene; the acquisition module is used for acquiring at least part of target virtual models in the game visual field picture, determining a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line, and determining the arrangement sequence of model identifications of the at least part of target virtual models according to the first relative position relation; the arrangement module is used for arranging the model identifications of at least part of the target virtual models in the target list according to the arrangement sequence; and the second display module is used for displaying the target list in the graphical user interface.
The electronic equipment comprises a processor and a memory, wherein the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to realize the display control method in the game.
A machine-readable storage medium is provided by the present disclosure that stores machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement a method of in-game display control of any of the above.
According to the display control method, the display control device and the electronic equipment in the game, firstly, a game visual field picture is displayed through a graphical user interface, and the game visual field picture comprises a game scene and a virtual model positioned in the game scene; then acquiring at least part of target virtual models in the game view picture, determining a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line, and determining the arrangement sequence of model identifications of the at least part of target virtual models according to the first relative position relation; arranging model identifications of at least part of target virtual models in a target list according to an arrangement sequence; and finally, displaying the target list in the graphical user interface. According to the method, the arrangement sequence of the model identifications is determined according to the relative position relation of the mapping positions of the target virtual models on the same horizontal line, and the corresponding model identifications are arranged in the target list according to the arrangement sequence, so that the correspondence between the model identifications and the specific positions of the target virtual models in the game scene can be improved, and the game experience of the player is improved.
Drawings
In order to more clearly illustrate the embodiments of the present disclosure or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creative efforts.
FIG. 1 is an interactive illustration of a display control according to an embodiment of the present disclosure;
FIG. 2 is an interaction diagram of a display control according to an embodiment of the present disclosure;
FIG. 3 is a flow chart of a method for controlling display in a game according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram of a graphical user interface according to an embodiment of the present disclosure;
FIG. 5 is a schematic illustration of a target mapping according to an embodiment of the disclosure;
FIG. 6 is a schematic illustration of another disclosed target mapping according to an embodiment of the disclosure;
FIG. 7 is a schematic illustration of another disclosed target mapping according to an embodiment of the disclosure;
FIG. 8 is a schematic illustration of another disclosed target mapping according to an embodiment of the disclosure;
FIG. 9 is a schematic structural diagram of a display control device in a game according to an embodiment of the present disclosure;
fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the disclosure.
Detailed Description
The technical solutions of the present disclosure will be described clearly and completely with reference to the following embodiments, and it should be understood that the described embodiments are only some embodiments of the present disclosure, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments disclosed herein without making any creative effort, shall fall within the protection scope of the present disclosure.
In many game scenarios, a player typically needs to control a virtual object to combat an enemy object using virtual equipment or a virtual weapon, such as, for example, when a carrier such as a virtual ship or a virtual vehicle is used for fighting, a plurality of virtual weapons are usually carried on the carrier, during the battle, weapon information is usually required to be displayed in the interface, and in the related art, there are many different weapon information display manners, for example, referring to an interaction diagram of display control shown in fig. 1, in this manner, when a player approaches a virtual weapon in a game scene, and the virtual weapon is visible within the lens, the virtual weapon may be displayed in a particular form, e.g., the size of the virtual weapon may be enlarged, or white delineation and the like can appear at the edge of the virtual weapon, and related weapon information such as weapon brief description and operation prompt of the virtual weapon appears near the model; the method can only display the related information of one virtual weapon in the interface at a time, and if the virtual weapon is shielded by other models or influenced by the shooting angle of the virtual camera, the weapon information may be displayed incompletely, so that the display effect of the weapon information is influenced.
For another example, referring to another display control interaction diagram shown in fig. 2, in this manner, a weapon selection panel may be displayed in the interface through a trigger operation, and the weapon selection panel includes weapon information of a plurality of virtual weapons, in this manner, the completeness of weapon information display may be ensured, and the operation by the player may be facilitated, but in this manner, the correspondence between the weapon information display manner and the specific positions of the virtual weapons in the game scene is poor, and the game experience of the player may also be reduced.
Based on this, the embodiment of the disclosure provides a display control method and device in a game and an electronic device, and the technology can be applied to a virtual scene or a game scene needing to display virtual model information of weapons, equipment and the like.
The display control method in the game in one embodiment of the present disclosure may be executed in a local terminal device or a server. When the display control method is operated on a 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 cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, the storage and the operation of the display control method are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device 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.
For ease of understanding, a display control method disclosed in one embodiment of the present disclosure will be described in detail first; in the method, a graphical user interface is provided through terminal equipment; the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in the cloud interaction system. The graphical user interface can be understood as an operation user interface displayed in a graphical manner and used for realizing interaction between the terminal equipment and a user operating the terminal equipment; as shown in fig. 3, the method comprises the steps of:
step S302, displaying a game visual field picture through a graphical user interface, wherein the game visual field picture comprises a game scene and a virtual model positioned in the game scene.
The game visual field picture can be understood as a game visual field picture shot by the virtual camera in an initial or default state; the number of the virtual models may be multiple, and the virtual models in different game scenes are usually different, for example, taking a scene in which a player uses a carrier model of a virtual ship to combat an enemy object as an example, the virtual models in the game scenes may include virtual equipment or virtual weapons located on the virtual ship; in practical implementation, a game view picture in an initial state can be captured by the virtual camera, and the game view picture is displayed through the graphical user interface, wherein the game view picture generally comprises a game scene and one or more virtual models positioned in the game scene.
Step S304, at least part of target virtual models in the game visual field picture are obtained, a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line is determined, and the arrangement sequence of model identifications of the at least part of target virtual models is determined according to the first relative position relation.
The at least part of the target virtual model can be any one or more virtual models in the game scene; the model identification can be model related information such as a model icon and a model name; in practical implementation, after a game view picture is displayed through a graphical user interface, at least part of target virtual models in the game view picture can be acquired, and mapping positions of each of the at least part of target virtual models are displayed at the same horizontal position, that is, the same horizontal line, in a mapping manner.
Step S306, arranging model identifications of at least part of target virtual models in the target list according to the arrangement sequence.
In actual implementation, after the arrangement order of the model identifiers of at least part of the target virtual models is determined, the model identifiers of each of the at least part of the target virtual models may be arranged in a pre-obtained target list according to the arrangement order, specifically, the model identifiers may be arranged in one or more rows according to a preset order, or may be arranged in one or more columns according to the preset order, which may be specifically set according to actual requirements.
Step S308, displaying the target list in the graphical user interface.
After arranging the model identifications of each of at least some of the target virtual models, displaying a list of the targets after arranging the model identifications at a designated position in the graphical user interface; in practical implementation, in order to ensure the model identifier display effect of the target virtual model and reduce the shielding of the target list on the game scene as much as possible, in the graphical user interface, only a preset number of model identifiers of the target virtual model are usually displayed at the same time, the target list may be set in an area close to the lower part of the graphical user interface, or may be set in other areas according to actual requirements, and the display number of the model identifiers of the target virtual model may also be preset, for example, the model identifiers of 5 target virtual models may be simultaneously displayed in the target list, and when the model identifiers of other target virtual models need to be displayed, the model identifiers may be displayed by sliding the target list, for example, the player uses a carrier model, such as a virtual ship, to fight against an enemy object, as further described with reference to a schematic diagram of the graphical user interface shown in fig. 4, the virtual ship carries various weapons, and a weapon list (corresponding to the target list after the arrangement model identification) is displayed at the middle lower part of the graphical user interface, wherein five weapon icons and names thereof are displayed, and the five weapon icons are respectively a left-throw barrel, a left bow gun, a right-throw barrel and a right side gunship.
The display control method in the game comprises the steps of firstly, displaying a game view picture through a graphical user interface, wherein the game view picture comprises a game scene and a virtual model positioned in the game scene; then acquiring at least part of target virtual models in the game view picture, determining a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line, and determining the arrangement sequence of model identifications of the at least part of target virtual models according to the first relative position relation; arranging model identifications of at least part of target virtual models in a target list according to an arrangement sequence; and finally, displaying the target list in the graphical user interface. According to the method, the arrangement sequence of the model identifications is determined according to the relative position relation of the mapping positions of the target virtual models on the same horizontal line, and the corresponding model identifications are arranged in the target list according to the arrangement sequence, so that the correspondence between the model identifications and the specific positions of the target virtual models in the game scene can be improved, and the game experience of the player is improved.
A specific implementation manner of obtaining at least part of target virtual models in a game view picture, determining a first relative position relationship of mapping positions of the at least part of the target virtual models on the same horizontal line is described below, obtaining a first target virtual model in the game view picture, and determining a reference annular region based on a position of the first target virtual model in a game scene; wherein the reference annular region is connected to at least one target virtual model including the first target virtual model; and determining a second relative position relation of mapping positions of at least one target virtual model connected with the reference annular region on the same horizontal line, and determining the first relative position relation based on the second relative position relation.
The first target virtual model may be any one of at least partial target virtual models, for example, taking a carrier model that a player uses a virtual vessel as an example, the virtual vessel carries five weapons, namely a left bow gun, a right bow gun, a left-throw barrel, a right-throw barrel, and a right side gunhole, and in a default state, the first target virtual model may be a right bow gun or the like disposed at the bow. In practical implementation, since the object list needs to include model identifiers of at least some of the object virtual models, in order to minimize the occlusion of the object list to the game scene, the model identifiers of at least some of the object virtual models in the object list are usually displayed in a row, so that the arrangement order of at least some of the model identifiers corresponding to at least some of the object virtual models needs to be determined, in general, the arrangement order of at least some of the model identifiers can be determined according to the following mapping rule, specifically, since in an initial state, a first object virtual model in the object virtual models is selected, a reference annular region, which is usually an annular region, can be determined based on the position of the first object virtual model in the game scene, and when determining the reference annular region, the positions of other object virtual models in the game scene need to be referred to, so that the determined reference annular region can connect as many target virtual models as possible; usually, each target virtual model on the reference annular region has a corresponding small range ring, for example, taking the first target virtual model as an example, the small range ring corresponding to the first target virtual model may be a range ring formed by corresponding ranges of 10 pixels respectively up, down, left, right, and left of a center point of the first target virtual model, and as long as a lens of the virtual camera moves into the small range ring corresponding to the first target virtual model, the first target virtual model may be considered to be selected.
After the reference annular region is determined, mapping at least one target virtual model connected with the reference annular region onto the same horizontal line, so as to determine a second relative position relationship of each target virtual model in the at least one target virtual model according to the mapping position, and further determine a first relative position relationship corresponding to at least part of the target virtual models based on the second relative position relationship; it should be noted that, since the position of each of at least some of the target virtual models may be different from each other in the game scene, the at least one target virtual model connected to the reference annular region may be all of the at least some of the target virtual models or may be a part of the at least some of the target virtual models.
In this embodiment, by determining the reference annular region first, the player can select any one of the target virtual models connected to the reference annular region in the game scene only by moving the game view picture left and right, which is more convenient for the subsequent operations of the player and can improve the game experience of the player.
To further understand the above embodiments, taking the example of a player fighting with an enemy object by using a carrier model of a virtual ship as an example, refer to a schematic object mapping diagram shown in fig. 5, where fig. 5 includes a reference ring area, A, B, C and D weapons are carried on the virtual ship, under a defined initial lens, a default selected weapon a is used to determine the reference ring area according to the position of a, the reference ring area is not necessarily centered on the rudder, specifically, it is necessary to refer to the positions of other weapons in the game scene, so that the reference ring area covers as many weapons as possible, and in the example of fig. 5, both a and B are located on the reference ring area, and the player can directly select a or B when sliding the screen left or right.
A specific implementation manner of determining a second relative position relationship of the mapping positions of at least one target virtual model connected to the reference annular region on the same horizontal line and determining a first relative position relationship based on the second relative position relationship is described below, wherein a game scene includes a carrier model, and a game view picture is a game view picture formed by collecting the game scene at a first position of the carrier model according to a first orientation through a virtual camera; if the at least one target virtual model connected with the reference annular area is all of the at least partial target virtual models, respectively connecting the first position with the position of each target virtual model in the at least partial target virtual models in the game scene so as to map each target virtual model onto a first horizontal line; and determining the relative position relation of the mapping position of each target virtual model on the first horizontal line as a first relative position relation.
The carrier model can be a virtual ship, a virtual vehicle or a virtual airplane, etc.; for convenience of explanation, taking a carrier model as an example of a virtual ship, virtual models are arranged at different positions of the virtual ship, for example, a left bow gun, a right bow gun, a left throwing barrel and a right throwing barrel are arranged at the front position of the virtual ship, a left side gunship is arranged at the left side position of the virtual ship, a right side gunship is arranged at the right side position of the virtual ship, and the like; the first position of the carrier model may be determined according to actual game requirements, for example, for a virtual ship, a rudder of the virtual ship is usually located on a vertical center line of the virtual ship, the position of the rudder is a position of a rudder, and in order to better conform to a visual angle and an operation habit of a player, the position of the rudder is usually used as the first position of the virtual ship; the first direction may be the same as the advancing direction of the virtual ship, that is, the first direction is the forward direction of the virtual ship, and of course, other directions may be selected according to the actual game scene; in actual implementation, the virtual camera can be used for collecting the game scene of the advancing direction of the virtual ship at the position of the rudder of the virtual ship, and the collected game scene is the game view picture.
If at least one target virtual model connected to the reference annular region is all of at least some target virtual models, in an initial state, when the virtual camera is at the corresponding scene position, the target virtual models relatively closer to the virtual camera on the left and right may be mapped onto the horizontal line on which the target virtual model relatively farther away is located according to the actual position of the target virtual model in the game scene, for example, the target virtual models relatively closer to each other may be mapped onto the horizontal line on which the target virtual model farthest away from the virtual camera is located, specifically, the intersection point of the connection line corresponding to each target virtual model and the horizontal line on which the target virtual model farthest away from the virtual camera is located may be determined as the mapping position of the target virtual model on the horizontal line by respectively connecting the first position of the carrier model with the position of each target virtual model in the game scene, the horizontal line is the first horizontal line, on which the mapping positions of at least some of the target virtual models are sequentially arranged from left to right on the first horizontal line, and the mapping positions of at least some of the target virtual models are usually easily distinguished, the relative positional relationship of the mapping positions of each of the target virtual models on the first horizontal line is the second relative positional relationship, and since at least one of the target virtual models is all of the target virtual models in at least some of the target virtual models, the first relative positional relationship corresponding to at least some of the target virtual models is the same as the second relative positional relationship, and the relative positional relationship of the mapping positions of each of the target virtual models on the first horizontal line can be directly determined as the first relative positional relationship.
For convenience of explanation, still taking the case that the player uses the carrier model of the virtual ship to combat the enemy object as an example, referring to another object mapping schematic diagram shown in fig. 6, A, B, C and D weapons are carried on the virtual ship, a and B are located at the same horizontal position and relatively far away from the rudder, C and D are relatively close to the rudder, and A, B, C and D weapons can be connected to the same reference annular region, the rudder position can be taken as the first position of the virtual ship, the rudder and C are connected, the intersection point of the corresponding extension line and the horizontal line where AB is located is the mapping position C ' of C, and similarly, the rudder and D are connected, the intersection point of the corresponding extension line and the horizontal line of AB is the mapping position D ' of D ', the position sequence on the horizontal line of AB is C ' -a-B-D ', the corresponding first relative position relationship is C '-A-B-D' from left to right.
If at least one target virtual model connected with the reference annular region is one part of the at least part of the target virtual models, respectively connecting the first position with one part of the target virtual models, and the position of each target virtual model in the game scene so as to map each target virtual model in the one part of the target virtual models onto a second horizontal line, and determining the relative position relationship of the mapping position of each target virtual model on the second horizontal line as a second relative position relationship; determining at least one concentric circle corresponding to the reference annular region based on the positions of other target virtual models except a part of the target virtual models in the game scene in at least a part of the target virtual models; each concentric circle is connected with at least one of the other target virtual models; the first relative positional relationship is determined based on the second relative positional relationship and the at least one concentric circle.
If at least one target virtual model connected to the reference ring-shaped region is a part of the target virtual models in at least part of the target virtual models, in an initial state, when the virtual camera is at the corresponding scene position, the target virtual model relatively close to the virtual camera on the left and right in the part of the target virtual models connected to the reference ring-shaped region can be mapped to the horizontal line where the target virtual model relatively far away is located according to the actual position of the target virtual model in the game scene, the horizontal line is the second horizontal line, specifically, the intersection point of the connecting line corresponding to each target virtual model and the second horizontal line where the target virtual model relatively far away from the virtual camera is located in the part of the target virtual models respectively connected to the first position in the virtual ship and the position of each target virtual model in the game scene is determined as the mapping position of the target virtual model on the second horizontal line, according to the mapping position corresponding to each target virtual model, a second relative position relationship of the mapping positions of the part of target virtual models on the second horizontal line can be determined.
For other target virtual models which are not connected by the reference annular region, one or more concentric circles of the reference annular region can be determined based on the reference annular region, the remaining other target virtual models are connected by the concentric circles, the number of the determined concentric circles can be determined according to the position of each target virtual model in the remaining other target virtual models in the game scene, and finally, the first relative position relationship corresponding to at least part of the target virtual models can be determined based on the second relative position relationship and the determined one or more concentric circles. Through the mode of setting concentric circles, a player can move the virtual camera up and down to select a target virtual model, the player can select a target with a closer left-right distance more conveniently, and the problem of misoperation caused by the fact that the left-right distance is too close and the moving angle interval is too small is solved.
Continuing with the target mapping diagram of FIG. 5, which is described above, FIG. 5 also includes concentric circles 1 and 2, where weapon C is on concentric circle 1 and weapon D is on concentric circle 2, where weapon D is closest to the rudder due to the farthest distance of weapon C from the rudder, and where the virtual camera may be controlled to move upward when a player needs to select weapon C and downward when a player needs to select weapon D.
As described further below in the specific process of determining the first relative positional relationship based on the second relative positional relationship and the at least one concentric circle, for each concentric circle, the first position is respectively connected with the position of the at least one target virtual model connected with the concentric circle in the game scene, so as to map each target virtual model in the at least one target virtual model onto the third horizontal line; the first relative positional relationship is determined based on the second relative positional relationship and the at least one third horizontal line.
After one or more concentric circles corresponding to the reference annular region are determined, for each concentric circle, according to the actual positions of one or more target virtual models connected to the concentric circle in the game scene, a target virtual model relatively close to the virtual camera on the left and right may be mapped onto a horizontal line where the target virtual model relatively far is located, where the horizontal line is the third horizontal line. It should be noted that, in general, the number of the third horizontal lines is the same as the number of the concentric circles, each concentric circle may correspond to one third horizontal line, and finally, the first relative position relationship corresponding to at least part of the target virtual model may be determined based on the second relative position relationship and the at least one third horizontal line.
A specific implementation manner of determining the first relative position relationship based on the second relative position relationship and the at least one third horizontal line is described below, and the second horizontal line and the at least one third horizontal line corresponding to the second relative position relationship are combined to obtain a combined horizontal line; and determining the relative position relation of the mapping positions of at least part of the target virtual model on the merging horizontal line as a first relative position relation.
The number of the merged horizontal lines is usually one; in practical implementation, the second horizontal line and the obtained at least one third horizontal line may be translated up and down to merge corresponding positions of each horizontal line to obtain a merged horizontal line, where the merged horizontal line may merge mapping positions of at least some target virtual models distributed on each horizontal line together to obtain a first relative positional relationship of the mapping positions of at least some target virtual models, and on the merged horizontal line, the mapping positions of at least some target virtual models are usually arranged sequentially from left to right, and the relative positional relationship of the mapping positions is the first relative positional relationship corresponding to at least some target virtual models.
For easy understanding, referring to another object mapping diagram shown in fig. 7, A, B, C, D, E and F weapons are carried on a virtual ship, a and B are located at the same horizontal position and relatively farthest from the rudder, according to the mapping method, a and B can be connected on the same concentric circle, a and B can be mapped on the same horizontal line, the diagram is shown by an AB horizontal line, E and F are located at another horizontal position and relatively close to the rudder, C and D are located at another horizontal position and closest to the rudder, according to the mapping method, C, D, E and F can be connected on another concentric circle, C, D, E and F can be mapped on the same horizontal line, as in fig. 7, the rudder and C are connected, and the intersection point of the corresponding extension line and the horizontal line where EF is located is the mapping position C' of C, similarly, connecting the rudder and the D, the intersection point of the corresponding extension line and the horizontal line of the EF is the mapping position D ' of the D, the horizontal line of the EF is indicated by the EF horizontal line, the weapon arrangement sequence on the AB horizontal line is A-B from left to right, and the weapon arrangement sequence on the EF horizontal line is C ' -E-F-D ' from left to right, translating the two horizontal lines up and down for combination, determining the first relative position relationship according to the left and right positions of the weapons on each horizontal line, determining the arrangement sequence of each weapon information in the weapon list according to the first relative position relationship, as shown in FIG. 7, after translating the AB horizontal line and the EF horizontal line up and down for combination, the arrangement sequence of each weapon from left to right is C ' -A-E-F-B-D ', only the weapons located in the same reference range area or the same concentric circle can be mapped onto the same horizontal line, the weapons on the same concentric circle or horizontal line can be switched by sliding the screen left and right, and the weapons on different concentric circles or horizontal lines can be switched by moving the virtual camera up and down.
In an actual game scene, taking a carrier model of a virtual ship as an example to further explain the battle with an enemy object, if a bow gun, a side gun and a barrel throwing are carried on the virtual ship, when a sliding screen selects a weapon, the following rules can be followed, under the default lens height, according to the actual position of the weapon in the game scene, the weapon closer to a left camera and a right camera is mapped to a horizontal line where a relatively far weapon is located, and when the weapon slides left and right, the selection can be switched. Referring to another target mapping schematic diagram shown in fig. 8, two side-port guns on the left and right sides are mapped to the same horizontal position as the second row of projectile barrels, and slide left and right to realize switching selection, the bow gun in fig. 8 is another horizontal line determined according to the actual vertical distance, in order to ensure that the virtual camera has a large enough rotatable angle interval, the left and right and up and down offsets after mapping may need to be made, and particularly, subsequent adjustment is performed according to the actual effect, for example, in fig. 8, the lens is lifted upwards in the view of the projectile barrels, and slide left and right to select the bow gun; for example, if the left and right distances of the two weapons are too close, the mapping positions are very close, the player may switch the weapons by rotating the virtual camera by only 1 °, the angle interval is too small, and it is difficult to accurately select any one of the two weapons by only sliding the screen left and right, so that the switching of the wrong weapon is easy to occur, and the problem of false touch is easy to occur.
In the rule, an initial lens is defined, a first target virtual model in a game scene is determined according to a preset position of a game visual field picture under the initial lens, a reference range area is defined according to the target, and when the lens is adjusted by sliding a screen horizontally left and right, the target virtual model on the reference range area can be selected; defining concentric circles by taking the reference range area as a reference so as to connect target virtual models which are not on the reference range area, and switching and selecting the target virtual models on different concentric circles by vertically sliding the screen to adjust the height of the lens; as another switching mode, the target list can be directly slid to select a target virtual model and the like, namely when the player uses a carrier model of a virtual ship, different weapons can be selected in the target list by moving a virtual camera, and also by traditional control interaction; the mode strengthens the correspondence between the information display and the position of the actual model in the game scene under the condition of ensuring the information display, and improves the game experience of the player.
The following describes a specific implementation manner of obtaining a first target virtual model in a game visual field picture, and the first target virtual model in a game scene is determined according to a preset position of the game visual field picture; the preset position of the game visual field picture can be determined according to the actual game requirement, for example, the preset position of the game visual field picture can be the position of a sight bead of the game visual field picture, wherein the position of the sight bead of the game visual field picture can be understood as the aiming position of the virtual camera in the game visual field picture; in practical implementation, after the game view screen is displayed through the graphical user interface, the first target virtual model in the game scene may be determined according to the preset position of the game view screen, for example, if the preset position is the position of the front sight of the game view screen, the virtual model at the position of the front sight of the game view screen may be determined as the first target virtual model. The mode can determine the first target virtual model according to the preset position of the game visual field picture, the determination mode is simple and clear, the efficiency of determining the first target virtual model can be improved, the game experience of a player is improved, in addition, the position where the sight of the game visual field picture is located is taken as the preset position, the operation habit of the player is better met, and the game experience of the player can be further improved.
To better conform to the operating habits of the player and further enhance the game experience of the player, the first position is usually a position of a virtual model for controlling the moving direction of the carrier model in the carrier model, for example, for the carrier model of a virtual ship, the virtual model for controlling the moving direction of the virtual ship is usually a rudder, and therefore, the first position of the virtual ship is usually selected as the position of the rudder.
In correspondence to the above method embodiment, referring to a display control apparatus in a game shown in fig. 9, a graphical user interface is provided through a terminal device, and the apparatus includes: a first display module 90, configured to display, through a graphical user interface, a game view picture, where the game view picture includes a game scene and a virtual model located in the game scene; the acquiring module 91 is configured to acquire at least part of target virtual models in a game view picture, determine a first relative positional relationship of mapping positions of the at least part of target virtual models on the same horizontal line, and determine an arrangement order of model identifiers of the at least part of target virtual models according to the first relative positional relationship; an arranging module 92, configured to arrange model identifiers of at least part of the target virtual models in the target list according to an arrangement order; and a second display module 93, configured to display the target list in the graphical user interface.
The display control device in the game firstly displays a game visual field picture through a graphical user interface, wherein the game visual field picture comprises a game scene and a virtual model positioned in the game scene; then acquiring at least part of target virtual models in the game view picture, determining a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line, and determining the arrangement sequence of model identifications of the at least part of target virtual models according to the first relative position relation; arranging model identifications of at least part of target virtual models in a target list according to an arrangement sequence; and finally, displaying the target list in the graphical user interface. The device determines the arrangement sequence of the model identifications according to the relative position relation of the mapping positions of the target virtual model on the same horizontal line, and arranges the corresponding model identifications in the target list according to the arrangement sequence, so that the correspondence between the model identifications and the specific positions of the target virtual model in a game scene can be improved, and the game experience of a player is improved.
In an optional implementation manner, the obtaining module is further configured to: acquiring a first target virtual model in a game visual field picture, and determining a reference annular area based on the position of the first target virtual model in a game scene; wherein the reference annular region is connected to at least one target virtual model including the first target virtual model; and determining a second relative position relation of mapping positions of at least one target virtual model connected with the reference annular region on the same horizontal line, and determining the first relative position relation based on the second relative position relation.
In an optional embodiment, the game scene comprises a carrier model, and the game view picture is a game view picture formed by collecting the game scene according to a first orientation at a first position of the carrier model through a virtual camera; the acquisition module is further configured to: if the at least one target virtual model connected with the reference annular area is all of the at least partial target virtual models, respectively connecting the first position with the position of each target virtual model in the at least partial target virtual models in the game scene so as to map each target virtual model onto a first horizontal line; and determining the relative position relation of the mapping position of each target virtual model on the first horizontal line as a first relative position relation.
In an optional implementation manner, the obtaining module is further configured to: if at least one target virtual model connected with the reference annular region is one part of the at least part of the target virtual models, respectively connecting the first position with one part of the target virtual models, and the position of each target virtual model in the game scene so as to map each target virtual model in the one part of the target virtual models onto a second horizontal line, and determining the relative position relationship of the mapping position of each target virtual model on the second horizontal line as a second relative position relationship; determining at least one concentric circle corresponding to the reference annular region based on the positions of other target virtual models except a part of the target virtual models in the game scene in at least a part of the target virtual models; each concentric circle is connected with at least one of the other target virtual models; the first relative positional relationship is determined based on the second relative positional relationship and the at least one concentric circle.
In an optional implementation manner, the obtaining module is further configured to: for each concentric circle, connecting the first position with the position of the at least one target virtual model connected with the concentric circle in the game scene respectively so as to map each target virtual model in the at least one target virtual model onto a third horizontal line; the first relative positional relationship is determined based on the second relative positional relationship and the at least one third horizontal line.
In an optional implementation manner, the obtaining module is further configured to: combining the second horizontal line and at least one third horizontal line corresponding to the second relative position relationship to obtain a combined horizontal line; and determining the relative position relation of the mapping positions of at least part of the target virtual model on the merging horizontal line as a first relative position relation.
In an optional implementation manner, the obtaining module is further configured to: and determining a first target virtual model in the game scene according to the preset position of the game visual field picture.
In an optional embodiment, the preset position of the game view field picture is a position of a sight of the game view field picture.
In an alternative embodiment, the first position is a position of a virtual model in the carrier model for controlling a moving direction of the carrier model.
The display control device in the game provided by the embodiment of the invention has the same implementation principle and technical effect as the display control method in the game, and for the sake of brief description, the corresponding content in the display control method in the game can be referred to where the embodiment of the display control device in the game is not mentioned.
The disclosed embodiment also provides an electronic device, as shown in fig. 10, the electronic device includes a processor 130 and a memory 131, the memory 131 stores machine executable instructions capable of being executed by the processor 130, and the processor 130 executes the machine executable instructions to implement the display control method in the game. The electronic device may be a server or a terminal device.
Further, the electronic device shown in fig. 10 further includes a bus 132 and a communication interface 133, and the processor 130, the communication interface 133, and the memory 131 are connected through the bus 132.
The Memory 131 may include a high-speed Random Access Memory (RAM) and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 133 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 132 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 10, but this does not indicate only one bus or one type of bus.
The processor 130 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 130. The Processor 130 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. The various methods, steps, and logic blocks disclosed in the embodiments of the present disclosure may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present disclosure may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory 131, and the processor 130 reads the information in the memory 131 and completes the steps of the method of the foregoing embodiment in combination with the hardware thereof.
The embodiment of the disclosure also provides a machine-readable storage medium, where the machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the display control method in the game.
The display control method in the game and the computer program product of the electronic device provided by the embodiment of the disclosure include a computer readable storage medium storing program codes, instructions included in the program codes may be used to execute the method described in the foregoing method embodiment, and specific implementation may refer to the method embodiment, and will not be described herein again.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present disclosure may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present disclosure. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present disclosure, and not for limiting the same; while the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art will understand that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present disclosure.

Claims (12)

1. A display control method in a game, characterized in that a graphical user interface is provided by a terminal device, the method comprising:
displaying a game visual field picture through the graphical user interface, wherein the game visual field picture comprises a game scene and a virtual model positioned in the game scene;
acquiring at least part of target virtual models in the game view picture, determining a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line, and determining the arrangement sequence of model identifications of the at least part of target virtual models according to the first relative position relation;
arranging the model identifications of at least part of the target virtual models in a target list according to the arrangement sequence;
displaying the list of targets in the graphical user interface.
2. The method of claim 1, wherein the step of acquiring at least a part of the target virtual model in the game view picture, and determining the first relative position relationship of the mapping positions of the at least part of the target virtual model on the same horizontal line comprises:
acquiring a first target virtual model in the game visual field picture, and determining a reference annular area based on the position of the first target virtual model in the game scene; wherein the reference annular region connects at least one target virtual model including the first target virtual model;
and determining a second relative position relation of mapping positions of the at least one target virtual model connected with the reference annular region on the same horizontal line, and determining the first relative position relation based on the second relative position relation.
3. The method of claim 2, wherein the game scene comprises a carrier model, and the game view picture is a game view picture formed by capturing a game scene according to a first orientation at a first position of the carrier model by a virtual camera; the step of determining a second relative positional relationship of mapping positions of the at least one target virtual model connected to the reference annular region on the same horizontal line, and the step of determining the first relative positional relationship based on the second relative positional relationship includes:
if the at least one target virtual model connected with the reference annular area is all of the at least partial target virtual models, respectively connecting the first position with the position of each target virtual model in the at least partial target virtual model in a game scene so as to map each target virtual model onto a first horizontal line;
determining a relative positional relationship of mapping positions of each of the target virtual models on the first horizontal line as the first relative positional relationship.
4. The method of claim 3, further comprising:
if the at least one target virtual model connected with the reference annular region is one of the at least partial target virtual models, connecting the first position with the position of each target virtual model in a game scene in the one partial target virtual model respectively so as to map each target virtual model in the one partial target virtual model onto a second horizontal line, and determining the relative position relationship of the mapping position of each target virtual model on the second horizontal line as the second relative position relationship;
determining at least one concentric circle corresponding to the reference annular region based on the positions of other target virtual models except the part of the target virtual models in a game scene; wherein each of the concentric circles connects at least one of the other target virtual models;
determining the first relative positional relationship based on the second relative positional relationship and the at least one concentric circle.
5. The method according to claim 4, wherein the step of determining the first relative positional relationship based on the second relative positional relationship and the at least one concentric circle comprises:
for each concentric circle, connecting the first position with the position of the at least one target virtual model connected with the concentric circle in a game scene respectively so as to map each target virtual model in the at least one target virtual model onto a third horizontal line;
determining the first relative positional relationship based on the second relative positional relationship and at least one of the third horizontal lines.
6. The method of claim 5, wherein the step of determining the first relative positional relationship based on the second relative positional relationship and at least one of the third horizontal lines comprises:
combining the second horizontal line corresponding to the second relative position relationship with at least one third horizontal line to obtain a combined horizontal line;
determining a relative positional relationship of mapping positions of the at least part of the target virtual model on the merged horizontal line as the first relative positional relationship.
7. The method of claim 2, wherein the step of acquiring a first virtual model of a target within the game view includes:
and determining a first target virtual model in the game scene according to the preset position of the game visual field picture.
8. The method of claim 7, wherein the predetermined position of the game view is a position of a front sight of the game view.
9. The method of claim 3, wherein the first position is a position of a virtual model in the carrier model for controlling a moving direction of the carrier model.
10. An in-game display control apparatus that provides a graphical user interface through a terminal device, the apparatus comprising:
the first display module is used for displaying a game visual field picture through the graphical user interface, wherein the game visual field picture comprises a game scene and a virtual model positioned in the game scene;
the acquisition module is used for acquiring at least part of target virtual models in the game visual field picture, determining a first relative position relation of mapping positions of the at least part of target virtual models on the same horizontal line, and determining the arrangement sequence of model identifications of the at least part of target virtual models according to the first relative position relation;
the arrangement module is used for arranging the model identifications of at least part of the target virtual models in a target list according to the arrangement sequence;
a second display module to display the list of targets in the graphical user interface.
11. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the in-game display control method of any one of claims 1 to 9.
12. A machine-readable storage medium having stored thereon machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement the in-game display control method of any one of claims 1 to 9.
CN202111255828.8A 2021-10-27 2021-10-27 Display control method and device in game and electronic equipment Pending CN113975805A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024016626A1 (en) * 2022-07-20 2024-01-25 网易(杭州)网络有限公司 Position information display method and apparatus, and electronic device

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024016626A1 (en) * 2022-07-20 2024-01-25 网易(杭州)网络有限公司 Position information display method and apparatus, and electronic device

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