CN116115998A - Method and device for adjusting viewing angle in game, electronic equipment and readable storage medium - Google Patents

Method and device for adjusting viewing angle in game, electronic equipment and readable storage medium Download PDF

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Publication number
CN116115998A
CN116115998A CN202310150301.1A CN202310150301A CN116115998A CN 116115998 A CN116115998 A CN 116115998A CN 202310150301 A CN202310150301 A CN 202310150301A CN 116115998 A CN116115998 A CN 116115998A
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China
Prior art keywords
target
virtual
user interface
game
graphical user
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CN202310150301.1A
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Chinese (zh)
Inventor
周逸恒
刘勇成
胡志鹏
袁思思
程龙
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310150301.1A priority Critical patent/CN116115998A/en
Publication of CN116115998A publication Critical patent/CN116115998A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/807Role playing or strategy games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a method and a device for adjusting a visual angle in a game, electronic equipment and a readable storage medium, wherein a target virtual character is controlled to move in a game scene in response to a first touch operation aiming at a movement control part on a graphical user interface; responsive to a second touch operation on the graphical user interface, adjusting a camera orientation of the target virtual camera; and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture showing the target focus object, which is shot by the target virtual camera. In this way, through touch operation on the graphical user interface, the direction of the target virtual camera is timely and accurately adjusted to the direction of the current target focus object which is worth focusing on, so that timeliness and accuracy of angle adjustment in the game process are improved, and further the man-machine interaction efficiency is improved.

Description

Method and device for adjusting viewing angle in game, electronic equipment and readable storage medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a method and an apparatus for adjusting a viewing angle in a game, an electronic device, and a readable storage medium.
Background
With the development of networks, more and more games are in the front of players, and players can play games by operating virtual controls displayed on terminal devices to control target virtual characters, for some multiplayer online games, a third person shoulder view (or a first person view, for example, when shooting tasks are performed) is adopted, and a certain view blind area may exist for the above view, so that players are required to adjust the view according to the game progress in real time, so as to better observe the situation in the current game scene. The current stage can be to adjust the visual angle through the operation on the visual angle adjustment control or the visual angle adjustment area, at this moment, the player needs to adjust repeatedly many times to determine the direction that the player needs, and for the situation that needs to adjust the visual angle accurately and timely (such as the visual angle adjustment in the near combat process), the adjustment purpose can not be achieved accurately and timely through the operation on the visual angle adjustment control or the visual angle adjustment area, which results in the problem of lower man-machine interaction efficiency.
Disclosure of Invention
In view of this, an object of the present application is to provide a method, an apparatus, an electronic device, and a readable storage medium for adjusting a viewing angle in a game, which can adjust the orientation of a target virtual camera to the direction of a target focus object that is currently worth focusing in time and accurately through a third touch operation on a graphical user interface in addition to adjusting the viewing angle through a second touch operation on the graphical user interface, thereby being beneficial to improving timeliness and accuracy of viewing angle adjustment in the game process and further improving man-machine interaction efficiency.
In a first aspect, an embodiment of the present application provides a method for adjusting a view angle in a game, where a graphical user interface is provided by a terminal device, where all or part of a game scene and a target virtual character shot by a target virtual camera are displayed in the graphical user interface, and the method includes:
responding to a first touch operation of a movement control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene, which is shot by the target virtual camera moving along with the virtual character, in the graphical user interface;
responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera from the current camera orientation to a target camera orientation, and displaying a picture shot under the target camera orientation, wherein the target camera orientation is determined according to the operation parameters of the second touch operation;
and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In a second aspect, an embodiment of the present application further provides an apparatus for adjusting a viewing angle in a game, where a graphical user interface is provided through a terminal device, where all or part of a game scene and a target virtual character shot by a target virtual camera are displayed in the graphical user interface, and the apparatus includes:
the mobile control module is used for responding to a first touch operation of a mobile control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene, which is shot by the target virtual camera moving along with the virtual character, in the graphical user interface;
a first orientation adjustment module, configured to adjust a camera orientation of the target virtual camera from a current camera orientation to a target camera orientation in response to a second touch operation on the graphical user interface, and display a picture captured under the target camera orientation, where the target camera orientation is determined according to an operation parameter of the second touch operation;
and the second direction adjusting module is used for responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In a third aspect, an embodiment of the present application further provides an electronic device, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the method of adjusting in-game viewing angle according to any one of the first aspect.
In a fourth aspect, embodiments of the present application further provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the method for adjusting a viewing angle in a game according to any one of the first aspects.
According to the method, the device, the electronic equipment and the readable storage medium for adjusting the visual angle in the game, the target virtual character is controlled to move in a game scene in response to the first touch operation of the movement control on the graphical user interface, and meanwhile pictures shot by the target virtual camera in the game scene are displayed; responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera and adjusting a game picture in the graphical user interface based on the operation parameters of the second touch operation; and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object. In this way, besides the first visual angle adjusting control is added on the basis of adjusting the visual angle through the second touch operation on the graphical user interface, the direction of the target virtual camera can be timely and accurately adjusted to the direction of the current target focus object which is worth focusing through the touch operation on the second visual angle adjusting control directly through the third touch operation on the graphical user interface, timeliness and accuracy of visual angle adjustment in the game process are improved, and further human-computer interaction efficiency is improved.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered limiting the scope, and that other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart of a method for adjusting an in-game viewing angle according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of a graphical user interface provided in an embodiment of the present application;
FIG. 3 is a second schematic diagram of a graphical user interface provided in an embodiment of the present application;
FIG. 4 is a schematic structural diagram of an adjusting device for adjusting view angle in a game according to an embodiment of the present disclosure;
FIG. 5 is a second schematic diagram of a device for adjusting an in-game viewing angle according to an embodiment of the present disclosure;
fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is apparent that the described embodiments are only some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, as provided in the accompanying drawings, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. Based on the embodiments of the present application, every other embodiment that a person skilled in the art would obtain without making any inventive effort is within the scope of protection of the present application.
First, the terms referred to in this application will be described:
(1) Game scene (virtual scene)
A game scenario is a game scenario that an application program displays (or provides) when running on a terminal or server. Optionally, the game scene is a simulated environment for the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The game scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene, and can be sky, land, ocean and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The game scene is a scene of a complete game logic of a virtual object such as user control, for example, in a sandbox 3D shooting game, the game scene is a 3D game world for a player to control the virtual object to fight, and an exemplary game scene may include: at least one element selected from mountains, flat lands, rivers, lakes, oceans, deserts, sky, plants, buildings and vehicles; for example, in a 2D or 2.5D card game, the game scene is a scene for showing a released card or a virtual object corresponding to the released card, and exemplary game scenes may include: arenas, battle fields, or other "field" elements or other elements that can display the status of card play; for a 2D or 2.5D multiplayer online tactical game, the game scenario is a 2D or 2.5D terrain scenario for virtual objects to fight, an exemplary game scenario may include: mountain, line, river, classroom, table and chair, podium, etc.
(2) Game picture
The game screen refers to an interface corresponding to the application program provided or displayed through a graphical user interface, and the interface comprises a UI interface for the player to interact with and the game screen. In alternative embodiments, game controls (e.g., skill controls, movement controls, functionality controls, etc.), indication identifiers (e.g., direction indication identifiers, character indication identifiers, etc.), information presentation areas (e.g., number of clicks, time of play, etc.), or game setting controls (e.g., system settings, stores, gold coins, etc.) may be included in the UI interface. In an alternative embodiment, the game screen is a display screen corresponding to the virtual scene displayed by the terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, and the like for executing game logic in the virtual scene.
(3) Virtual object
Virtual objects refer to dynamic objects that can be controlled in a virtual scene. Alternatively, the dynamic object may be a virtual character, a virtual animal, a cartoon character, or the like. The virtual object is a Character that a Player controls through an input device, or is an artificial intelligence (Artificial Intelligence, AI) set in a virtual environment fight by training, or is a Non-Player Character (NPC) set in a virtual environment fight. Optionally, the virtual object is a virtual character playing an athletic in the virtual scene. Optionally, the number of virtual objects in the virtual scene fight is preset, or dynamically determined according to the number of clients joining the fight, which is not limited in the embodiment of the present application. In one possible implementation, a user can control a virtual object to move in the virtual scene, e.g., control the virtual object to run, jump, crawl, etc., as well as control the virtual object to fight other virtual objects using skills, virtual props, etc., provided by the application.
(4) Virtual character
A virtual character refers to a virtual object that may be manipulated by a player to be active in a gaming environment, also referred to as a player virtual character or player virtual object, and may also be referred to as a maltese character, hero character in some electronic games. The avatar may be at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, etc.
Secondly, an application scene applicable to the application is introduced, and the application can be applied to the field of games.
With the development of networks, more and more games are in the front of players, and players can play games by operating virtual controls displayed on terminal devices to control target virtual characters, for some multiplayer online games, a third person shoulder view (or a first person view, for example, when shooting tasks are performed) is adopted, and a certain view blind area may exist for the above view, so that players are required to adjust the view according to the game progress in real time, so as to better observe the situation in the current game scene. The current stage can be to adjust the visual angle through the operation on the angle adjustment control or the visual angle adjustment area, at this moment, the player needs to repeatedly adjust many times to determine the direction that the player needs, and for the situation (such as the visual angle adjustment in the near combat process) that needs to accurately and timely adjust the visual angle, the adjustment purpose can not be achieved accurately and timely through the operation on the angle adjustment control or the visual angle adjustment area, which results in the problem of lower man-machine interaction efficiency.
Based on the above, the embodiment of the application provides a method for adjusting a visual angle in a game, so as to improve timeliness and accuracy of visual angle adjustment in a game process, and further improve man-machine interaction efficiency.
It should be noted that, the scenes pointed to by the embodiments of the present application may be divided into two types, one is the operation assisting function for viewing angle adjustment, that is, the viewing angle control of the mobile terminal, and the other may also be the guiding function for a novice player, so that the problem of what objects are put and where may exist should be paid attention to in the map of the game in the body by aiming at the object focus object of the novice player.
The method for adjusting the in-game viewing angle in one embodiment of the present application may be executed on a local terminal device or a server. When the method for adjusting the view angle in the game runs on the server, the method can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the method for adjusting the view angle in the game are completed on the cloud game server, and the function of 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 playing the game, the 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, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. 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 by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the present invention provides a method for adjusting a viewing angle in a game, and a graphical user interface is provided through a terminal device, where the terminal device may be a local terminal device (such as a local touch terminal) mentioned above, or may be a client device in a cloud interaction system mentioned above. The following description will take the case where the above-mentioned method for adjusting the in-game viewing angle is operated in a local terminal device (hereinafter referred to as a terminal device).
Referring to fig. 1, fig. 1 is a flowchart of a method for adjusting a viewing angle in a game according to an embodiment of the present application. As shown in fig. 1, the method for adjusting an in-game viewing angle provided in the embodiment of the present application includes:
and S101, responding to a first touch operation of a movement control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene shot by the target virtual camera moving along with the virtual character in the graphical user interface.
S102, responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera from the current camera orientation to a target camera orientation, and displaying a picture shot under the target camera orientation, wherein the target camera orientation is determined according to the operation parameters of the second touch operation.
And S103, responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
According to the method for adjusting the view angle in the game, the second view angle adjusting control is additionally arranged on the basis of adjusting the view angle through the second touch operation of the first view angle adjusting control on the graphical user interface, and the direction of the target virtual camera can be timely and accurately adjusted to the direction of the current target focus object which is worth focusing through the touch operation of the third touch operation on the graphical user interface directly on the second view angle adjusting control, so that timeliness and accuracy of view angle adjustment in the game process are improved, and further human-computer interaction efficiency is improved.
Exemplary steps of embodiments of the present application are described below:
and S101, responding to a first touch operation of a movement control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene shot by the target virtual camera moving along with the virtual character in the graphical user interface.
In an alternative embodiment of the present application, the game view screen displayed by the graphical user interface may be determined according to the game scene shot by the target virtual camera, and in particular, the game view screen displayed by the graphical user interface is determined according to the orientation of the target virtual camera, and when the orientation of the target virtual camera changes, the game view screen on the graphical user interface also changes.
In an alternative embodiment of the present application, the movement control may be a displayed control, or may be a corresponding movement control response area that is not displayed, where the movement control response area may be an area displayed in the graphical user interface, and at least one movement control is included in the movement control response area. The display shape of the movement control response area may be a predetermined shape (rectangular, circular) or the like, or may be a shape corresponding to the shape of the movement control.
In any of the above display modes, the response range of the movement control response area is greater than or equal to the control response range of the movement control, and the response range of the movement control response area may be preset in the game setting process, and illustratively, the response range of the movement control response area may be within the preset range of the movement control.
It is noted that the first touch operation may be a long press operation, a click operation, or a slide operation.
Illustratively, taking a movement control as a virtual rocker in game setting as an example, the virtual rocker is generally disposed at a lower left corner position of the graphical user interface, and a player controls a target virtual character to move in a game scene according to the player's control by a sliding operation (a sliding position and a sliding distance) on the virtual rocker; the area occupied by the whole virtual rocker in the graphical user interface may be the response range of the whole movement control response area, in another example, a rectangular area may be set with the virtual rocker as the center, and the rectangular area is determined as the movement control response area (the rectangular area may be displayed in the graphical user interface or may be hidden in the graphical user interface).
Specifically, when the player operates in the movement control response area, the target virtual character moves in the game scene, at which time the target virtual camera moves following the target virtual character, and the game screen in the graphical user interface also changes (the screen shot when the target virtual camera moves following the target virtual character is shown).
S102, responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera from the current camera orientation to a target camera orientation, and displaying a picture shot under the target camera orientation, wherein the target camera orientation is determined according to the operation parameters of the second touch operation.
In one possible implementation, a viewing angle adjustment area may be provided on the gui (the viewing angle adjustment area may be displayed in the gui or may be hidden in the gui), and the player adjusts the camera orientation of the target camera through a touch operation on the viewing angle adjustment area, and displays a picture captured by the target camera after adjusting the viewing angle of the camera, so as to adjust the viewing angle.
In an alternative embodiment of the present application, the viewing angle adjustment region is disposed in the graphical user interface on opposite sides of the movement control in the graphical user interface.
For example, taking the current game operation habit of the mobile terminal as an example, the player generally controls the movement of the target virtual character in the left hand and adjusts the orientation of the target virtual character in the right hand, then the movement control is set on the left side (for example, the lower left corner) in the graphical user interface when the control arrangement is set, and the viewing angle adjustment area may be set on the right side (for example, at a position under the minimap) of the graphical user interface.
In one possible implementation manner, through a second touch operation on the graphical user interface (a view angle adjustment area), the method is used for controlling the orientation of the target virtual character in a non-emergency situation, according to the operation parameter of the second touch operation, the target virtual character is controlled to adjust the orientation along with the second touch operation, in such a view angle adjustment manner, the final orientation of the target virtual character is completely dependent on the control of the second touch operation of the player (generally according to the operation direction of the second touch operation), and after the second touch operation on the graphical user interface is finished, the camera orientation of the target virtual camera is adjusted to the target camera orientation, and a picture shot under the target camera orientation is displayed.
Specifically, the second touch operation may be a sliding operation for the graphical user interface.
For example, the operation direction for the touch operation of the graphical user interface is 45 ° to the right (relative operation direction, based on the center position of the angle-of-view adjustment area), then the control target virtual character is turned from the current direction to the right 45 °.
And S103, responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In one possible implementation, the operation of aiming at the target focus object may be performed by setting a view control on the graphical user interface.
In one possible implementation, the visual angle adjustment control is newly added and is respectively located at two opposite sides of the graphical user interface with the movement control (for example, the movement control is arranged at the left side of the graphical user interface, the visual angle adjustment control is arranged at the right side of the graphical user interface) so as to conform to the operation control habit of the player for controlling the movement of the target virtual character by the left hand in operation and for adjusting the visual angle by the right hand.
It is noted that, the visual angle adjustment control shown in the optional embodiment of the present application is an adjustment control that is additionally and newly added outside the existing game control, and the target focus object in the game scene can be determined through the third touch operation of the visual angle adjustment control, so that the target camera is directly adjusted to face the target focus object. The visual angle adjustment control is different from a 'small eye' control in the current game, the 'small eye' control can lock a target object and control a target camera to face the locked target object, but the 'small eye' control directly locks the target object regardless of the position of the target object, and is different from the determination mode of the target focus object shown in the optional embodiment of the application.
Specifically, the step of responding to the third touch operation on the graphical user interface, rotating the target virtual camera towards the direction in which the target focus object in the game scene is located, and displaying the picture showing the target focus object, which is shot by the target virtual camera, includes:
a1: and responding to a third touch operation of the visual angle adjustment control on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In an optional embodiment of the present application, the view angle adjustment control is automatically adjusted, when the player performs a touch operation on the view angle adjustment control on the graphical user interface, a target focus object in at least one current game scene is determined, and the target virtual camera is controlled to rotate towards a direction in which the target focus object in the game scene is located, so as to aim at the target focus object, and a picture including the target focus object is displayed in the graphical user interface.
Specifically, the target focus object is an object that is not displayed in the current target avatar view: for example, when the target virtual character looks in one direction, there is an attack of the enemy virtual character suddenly after the target virtual character or the team-friendly virtual character behind the target virtual character is attacked by the enemy virtual character, at this time, the target virtual character cannot see the corresponding enemy virtual character, and at this time, the enemy virtual character can be determined as the target focus object; it may also be an object that is currently displayed in the view of the target avatar, but that is not well observable by the player due to too far distance, for example, there is a virtual box at a location far from the target avatar, and because of too far distance, when displayed in the gui, only an icon that is very small and unobtrusive to the player and that has a high probability of being ignored may be the target focus object.
It should be noted that when determining the target focus object and controlling the target virtual camera to rotate toward the target focus object, the rotation speed of the target virtual camera needs to be controlled within a suitable rotation speed range, so that the function is not meaningless (the player feels that the player does not rotate by the second touch operation on the graphical user interface), and is not too fast, so that the player can see the process of steering the view angle clearly, and thus know whether the player is turning left or right (so that the situation is more comprehensively known).
Specifically, the target focus object includes at least one of:
other virtual characters, virtual items present in the game scene, game virtual areas.
For example, when there is an enemy avatar located near the target avatar and sufficiently close to the target avatar to be unoccluded, the enemy avatar is the target focus object; when the teammate virtual character of the target virtual character marks in the map, the marked virtual object is the target focus object; when the target virtual character has a teammate virtual character, the teammate virtual character is an object of a target focus (unlike the enemy virtual character, the identification of the teammate virtual character is not limited by distance, because the target virtual character always knows the position of the teammate virtual character through a map); when interactable objects (such as golden object piles, treasures, merchants, tasks and targets of the currently connected tasks) which are close enough and are not shielded exist near the target virtual character, the interactable objects are target focus objects; when the game starts to shrink, and the target virtual character is close to the edge of the poison loop or even in the poison loop, the straight line distance of the fastest forward loop or the poison loop is the target focus object; when all the conditions are not in a certain range around the target virtual character, the target focus object can indicate map guiding information of a plurality of remote high-resource areas, hot spot areas and the like.
It should be noted that, in an alternative embodiment of the present application, the target focus object is a virtual object that can be observed by the target virtual character in the game field, and neither a virtual object that is set to be invisible at the time of game setting, a virtual object that is blocked during the view angle adjustment process, or a virtual object that uses stealth skills to hide itself is a selection range of the target focus object.
In one possible implementation, the target focal object is determined after receiving a third touch operation directed to the graphical user interface.
Specifically, the adjustment method further includes:
b1: determining the target focus object based on object determination parameters;
wherein the object determination parameters include one or more of:
the current game state of the target virtual character, the current position of the target virtual character in the game scene and the current game progress.
In one possible implementation, the determination of the object of the target focus may be based solely on the current game state of the target virtual character, or the current position of the target virtual character in the game scene, or the current game progress.
Specifically, for the case of the current game state of the target virtual character: according to the game state of the current target virtual character, determining the interactive object or the interactive object required by the target virtual character, for example, when the current game state of the target virtual character is an injured state, one of the target focus objects required by the target virtual character is the interactive medicine, and all the virtual medicines in the game scene can be determined to be the target focus objects.
For the case of the current position of the target virtual character in the game scene, a target distance range is preset, and all the virtual characters within the target distance range, which can interact with the target virtual character, can be determined to be target focus objects.
Aiming at the situation of the current game progress, determining a target area to which the current target virtual character is to go according to the current game progress, and determining all target areas to which the current target virtual character is to possibly go as target focus objects. For example, when the current game progress is at the time of the shrink circle, the target virtual character needs to move towards the poison circle at this time, and then the straight line distance of the fastest forward circle or the poison circle is the target focus object.
In another possible implementation manner, the object determining parameters may be combined to determine the corresponding target focus object, or may be combined two by two or all the object determining parameters may be combined to determine the target focus object together.
On the one hand, object determination parameters are combined in pairs to determine a target focus object:
specifically, when the current game state of the target virtual character is combined with the current position of the target virtual character in the game scene, firstly, determining a target virtual object which needs to be interacted by the target virtual character in the appearance stage according to the current game state of the target virtual character, then determining the target virtual object within a preset distance range of the current position of the target virtual character according to the current position of the target virtual character in the game scene, and determining the target virtual object as a target focus object. For the above example, when the current game state of the target virtual character is an injured state, one of the target focus objects required by the target virtual character is the interactive medicine, it is determined that there are interactive medicines in the multiple location areas in the game scene, and at this time, according to the current location of the target virtual character, the interactive medicine closest to the target virtual character is determined as the current target focus object.
When the current game state of the target virtual character is combined with the current game progress, firstly, determining whether the target virtual character needs to interact in the appearance stage or not can move currently according to the current game state of the target virtual character, then determining a game interaction area which the target virtual character needs to enter at the moment according to the game progress, and determining the game interaction area as a target focus object. For the above example, according to the current game state of the target virtual character, it is determined that the target virtual character can move currently, at this time, according to the current game progress, the current game is about to start "circle shrinking", at this time, the determined target focus object is the straight line distance of the fastest forward circle or the place where the poison circle is located.
When the current position of the target virtual character in the game scene is combined with the current game progress, firstly determining a game interaction area which the target virtual character needs to enter according to the current game progress, further determining a game interaction area closest to the current target virtual character according to the current position of the target virtual character, and determining the game interaction area closest to the target virtual character as a target focus object. For the above example, the virtual object transaction is determined according to the current game progress, the game interaction area to which the target virtual character needs to go is determined as the virtual store, a plurality of virtual stores in the game scene are determined, and then the virtual store closest to the current position of the target virtual character is determined as the target focus object.
On the other hand, all object determination parameters are combined to jointly determine the target focus object:
specifically, when the current game state of the target virtual character, the current position of the target virtual character in the game scene and the current game progress are combined, the game state of the target virtual character is first determined according to the current game state, then the game interaction area which the target virtual character can enter when the target virtual character is in the current game state is determined according to the current game progress, and finally the game interaction area closest to the target virtual character is determined as the target focus object according to the current position of the target virtual character in the game scene. For the above example, according to the current game state of the target virtual character, it is determined that the target virtual character is currently movable, at this time, according to the current game progress, the current game is about to start "circle shrinking", then according to the current position of the target virtual character in the game scene, the linear distance of the fastest circle closest to the current position of the target is determined, at this time, the determined target focus object is the linear distance of the fastest circle.
It should be noted that, in order to ensure accuracy of screening the target focus object, it is preferable to determine the target focus object while referring to the current game state of the target virtual character, the current position of the target virtual character in the game scene, and the current game progress.
In one possible implementation, the number of target focus objects that can be currently determined for the target virtual character may be one or more, when the number of target focus objects is one, the direction in which the target virtual camera is directed to the target focus object may be directly controlled by a third touch operation on the graphical user interface, and when the number of target focus objects is more than one, the direction in which the target virtual camera is directed to each target focus object may be sequentially controlled by a third touch operation on the graphical user interface, so that the player may be presented with multiple target focus objects for selection by the player.
Specifically, when the number of target focus objects is plural, the step of "turning the target virtual camera toward the direction in which the target focus object is located in the game scene in response to the third touch operation on the graphical user interface" includes:
c1: and responding to a third touch operation on the graphical user interface, and rotating the target virtual camera towards the direction of a first focus object in a plurality of target focus objects.
c2: and after the target virtual camera rotates towards the direction of the first focus object in the plurality of target focus objects, responding to the third touch operation on the graphical user interface again, and rotating the target virtual camera towards the direction of the second focus object in the plurality of target focus objects.
Wherein the object display priority of the first focus object is higher than the object display priority of the second focus object.
In one possible embodiment, the continuous third touch operation may be a continuous click operation or a continuous slide operation (the slide direction may be different).
In an optional embodiment of the present application, when the number of target focus objects that can be aligned is a plurality of, the plurality of target focus objects may be switched by performing a touch operation on the graphical user interface a plurality of times (a preferred embodiment is a continuous touch operation for a view angle adjustment control in the graphical user interface), and it is noted that, in an optional embodiment of the present application, in order to ensure viewing efficiency of the target focus objects, a specific upper limit value of the number of target focus objects participating in the cyclic display (for example, the number of target focus objects viewed in one cycle is 3-5), and the determination of the target focus objects participating in the cyclic display is determined according to the object display priority of the target focus objects, where the target focus objects with high display priority are preferentially selected.
In one possible implementation, there may be a difference in the manner in which the object display priority is determined for the target focus object of different object types, but the general principle is: the object display priority of the other virtual roles is higher than that of the virtual object; the object display priority of the virtual object is higher than the object display priority of the game virtual area.
The manner in which the object priority is determined will be set forth below for target focus objects of different object types, respectively:
in a first aspect, when the target focus object is an enemy virtual character in other virtual characters, for each enemy virtual character, an object display priority corresponding to the enemy virtual character is determined based on object attribute and/or distance information of the enemy virtual character.
In an optional embodiment of the present application, when the target object is an enemy virtual character in other virtual characters, priority needs to be given to the emergency degree of the fight, and for each enemy virtual character, the object display priority corresponding to the enemy virtual character is determined according to the object attribute and/or the distance information of the enemy virtual character.
Specifically, for the enemy virtual character, when the enemy virtual character is the object of the determined target focus, the enemy virtual character that has attacked the target virtual character or that has attacked the teammate virtual character that is in the same camp as the target virtual character has a higher object display priority than other enemy virtual characters, and when the number of the enemy virtual characters that have attacked is plural, the object display priority of the enemy virtual character closest to the current position of the target virtual character is the highest; when the attacking enemy virtual character does not exist at the current position of the target virtual character, determining the object display priority of each enemy virtual character according to the game state of each enemy virtual character and the residual blood volume state of each enemy virtual character, wherein the object display priority corresponding to the smaller residual blood volume of each enemy virtual character is higher, and the object display priority of the enemy virtual character which is closer to the current position of the target virtual character is higher for at least two enemy virtual characters in the residual blood volume state.
In a second aspect, when the target focus object is a teammate virtual character among other virtual characters, determining an object display priority of each teammate virtual character based on a distance between a position of each teammate virtual character and a position of the target virtual character;
It is noted that, for other virtual characters, the object display priority of the enemy virtual character is generally higher than that of the teammate virtual character according to the urgency of the fight state.
In an alternative embodiment of the present application, for a teammate virtual character, the object display priority is determined directly according to the distance between the teammate virtual character and the target virtual character, and the object display priority of the teammate virtual character closer to the current position of the target virtual character is higher.
Meanwhile, since the target virtual character always knows the position of the teammate virtual character in the game scene no matter how far away the teammate virtual character is from, the relative distance between the teammate virtual character and the target virtual character is not limited to screen the teammate virtual character which cannot be displayed.
In a third aspect, when the target focus object is the virtual object or the game virtual area, the object display priority of each teammate virtual character is determined based on the distance between the position of each virtual object or the game virtual area and the position of the target virtual character, where the closer to the current position of the target virtual character, the higher the corresponding object display priority.
In an optional embodiment of the present application, for a case that the target focus object is the virtual object or the game virtual area, the corresponding object display priority is also determined according to a distance between the virtual object or the game virtual area and the target virtual character: the closer to the target virtual character, the higher the corresponding object display priority.
In one possible embodiment, the visual range of the target virtual character needs to be considered for the virtual object or the game virtual area, the virtual object or the game virtual area which is too far away from the target virtual character cannot be calculated in the target focus object, and the virtual object or the game virtual area in the preset distance range needs to be screened according to the current position of the target virtual character as a reference, and then the corresponding object display priority is calculated.
In a possible implementation manner, the method further provides that the target virtual camera is controlled to conduct orientation adjustment through a third touch operation on the graphical user interface in the moving process of the target virtual character (when the target virtual character is in a moving state), so that a player can better observe an enemy virtual character or surrounding game environment in the moving process of the target virtual character.
For example, when the player continuously presses the movement control, the player performs a touch operation on the gui (the preferred embodiment is a touch operation on the view angle adjustment control on the gui), so that the view will not interrupt the movement of the target virtual character, but the target virtual camera moves past (for the above example, if the view angle adjustment control is pressed and not put, the player can keep a focus all the time, and if the player releases, the player can get to the original view angle which is consistent with the movement direction), so that the player can look back to where the enemy virtual character is when the player is caught up by the enemy virtual character.
In one possible implementation, after determining the target focus object and turning the target virtual camera towards the target object, in order to prompt the player about the specific object type of the target focus object currently aligned with the player, the player needs to be prompted, and when prompting the player, the player may consider prompting on a graphical user interface, or may choose to display on a small map displayed on the graphical user interface, where the two display modes may have differences in expression forms, which will be described below respectively:
First kind: prompting on a graphical user interface:
specifically, after the step of "turning the target virtual camera toward the direction in which the target focus object in the game scene is located and displaying the picture showing the target focus object captured by the target virtual camera" in response to the third touch operation on the graphical user interface, the adjustment method further includes:
d1: displaying object prompt information corresponding to the target focus object in the graphical user interface; the object prompt information is used for prompting the object type and the object identification information of the target focus object.
In an optional embodiment of the present application, for the display operation on the gui, a preset display position may be selected in the gui (in order to not excessively block the game scene displayed in the gui, and to facilitate the observation of the player, consider setting at a position above the gui) to display the object prompt information.
In one possible implementation, only the type of the object and the object identification information are presented in the object presentation information. For example, the aimed target focus object is a teammate virtual character, and then the object prompt information may be "teammate W"; the object prompt information is used for processing the object type of the prompt target focus object, and the approximate direction of the target focus object relative to the target virtual character can be displayed, so that players can know the current direction and the surrounding game environment approximately. For example, the aimed target focus object is an enemy avatar located behind the target avatar, and then the object hint information may be "enemy located behind".
Second kind: prompting in a minimap on a graphical user interface:
specifically, after the step of "turning the target virtual camera toward the direction in which the target focus object in the game scene is located and displaying the picture showing the target focus object captured by the target virtual camera" in response to the third touch operation on the graphical user interface, the adjustment method further includes:
d1: and prompting the target focus object in the small map.
In an alternative embodiment of the present application, different target focus objects may display corresponding object identifiers or object icons in the small map, for example, a teammate virtual character, a task, a box, a resource area, and the like may be marked by icons in the small map, and when the target focus object is prompted in the small map, it may be considered to highlight (zoom in or highlight) the icon of the target focus object in the small map, or may also control the icon of the target focus object in the small map to flash, so as to prompt the target focus object that the player focuses on currently.
In one possible implementation manner, the adjustment manner of the target virtual camera in the application may also be applied to a computer client, and for the second view angle adjustment control for adjusting the direction of the target virtual camera to the target focus object, the game on the computer client may be that a button in an input device-keyboard is set to achieve the function of adjusting the direction of the target camera to the target focus object, that is, when the player plays the game through the computer client, the direction of the target virtual camera may also be directly adjusted to the direction in which the target focus object is located when the button is pressed.
The following will describe, by way of specific example, the adjusting process of the in-game view angle in the embodiments of the present application, and it is noted that in the embodiments of the present application, the game is executed in the mobile terminal, and the adjusting of the camera orientation of the target virtual camera by adding one more view angle adjusting control is described by way of example:
referring to fig. 2, fig. 2 is a schematic diagram of a graphical user interface provided in an embodiment of the present application, as shown in fig. 2, in the graphical user interface 200, a target virtual character 210 is displayed, and a plurality of trees 220 in a first game screen with the current target virtual character facing downward, a movement control 230 located at a lower left corner of the graphical user interface 200 controls the target virtual character 210 to move in a game scene, and a direction is determined by a small map 240 located at an upper right corner of the graphical user interface 200.
Further, referring to fig. 3, fig. 3 is a second schematic diagram of the gui provided in the embodiment of the present application, when a touch operation of the perspective adjustment control 250 disposed under the small map 240 in the gui 200 is received, it is determined that there is a teammate virtual character 260 behind the target virtual character 210, a target virtual camera (not shown in the drawing) is controlled to rotate toward the teammate virtual character 260, a second game screen with the target virtual camera oriented is displayed, the teammate virtual character 260, the tree 220 and the house 270 are displayed in the second game screen, in order to prompt the player of the current target focus object, an object prompt information "teammate a" is displayed in the target prompt area 280 in the gui 200, and meanwhile, a character identifier 290 corresponding to the team a is displayed in an enlarged manner in the small map 240, so as to enhance the effect of prompting the player.
According to the method for adjusting the view angle in the game, provided by the embodiment of the application, the target virtual character is controlled to move in the game scene in response to the first touch operation of the movement control on the graphical user interface, and meanwhile, the picture shot by the target virtual camera in the game scene is displayed; responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera and adjusting a game picture in the graphical user interface based on the operation parameters of the second touch operation; and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object. In the embodiment of the application, besides adjusting the visual angle through the first visual angle adjusting control on the basis of the second touch operation on the graphical user interface, the second visual angle adjusting control is additionally arranged, and the direction of the target virtual camera can be timely and accurately adjusted to the direction of the current target focus object which is worth focusing through the touch operation on the second visual angle adjusting control through the third touch operation on the graphical user interface, so that timeliness and accuracy of visual angle adjustment in the game process are improved, and further man-machine interaction efficiency is improved.
Based on the same inventive concept, the embodiment of the present application further provides an in-game viewing angle adjusting device corresponding to the in-game viewing angle adjusting method, and since the principle of solving the problem of the device in the embodiment of the present application is similar to that of the above-mentioned in-game viewing angle adjusting method in the embodiment of the present application, the implementation of the device may refer to the implementation of the method, and the repetition is omitted.
Referring to fig. 4 and 5, fig. 4 is a schematic structural diagram of a device for adjusting an in-game viewing angle according to an embodiment of the present application, and fig. 5 is a schematic structural diagram of a device for adjusting an in-game viewing angle according to an embodiment of the present application. As shown in fig. 4, the adjusting device 400 includes:
a movement control module 410, configured to control the target virtual character to move in the game scene in response to a first touch operation for a movement control on the graphical user interface, and show, in the graphical user interface, a picture in the game scene that is shot by the target virtual camera moving along with the virtual character;
a first orientation adjustment module 420, configured to adjust, in response to a second touch operation on the graphical user interface, a camera orientation of the target virtual camera from a current camera orientation to a target camera orientation, and display a picture captured under the target camera orientation, where the target camera orientation is determined according to an operation parameter of the second touch operation;
And the second direction adjustment module 430 is configured to respond to a third touch operation on the graphical user interface, rotate the target virtual camera towards a direction in which the target focus object in the game scene is located, and display a picture showing the target focus object, which is shot by the target virtual camera.
In a possible implementation manner, as shown in fig. 5, the adjusting apparatus 400 further includes a focus object determining module 440, where the focus object determining module 440 is configured to:
determining the target focus object based on object determination parameters;
wherein the object determination parameters include one or more of:
the current game state of the target virtual character, the current position of the target virtual character in the game scene and the current game progress.
In one possible implementation, the object display priority of the other virtual character is higher than the object display priority of the virtual article; the object display priority of the virtual object is higher than the object display priority of the game virtual area; as shown in fig. 5, the adjustment device 400 further includes a priority determining module 450, where the priority determining module 450 is configured to determine the object display priority by:
When the target focus object is an enemy virtual character in other virtual characters, aiming at each enemy virtual character, determining the object display priority corresponding to the enemy virtual character based on the object attribute and/or distance information of the enemy virtual character; or,
when the target focus object is a teammate virtual role in other virtual roles, determining the object display priority of each teammate virtual role based on the distance between the position of each teammate virtual role and the position of the target virtual role; wherein, the object display priority of the enemy virtual character is higher than the object display priority of the teammate virtual character; or,
when the target focus object is the virtual object or the game virtual area, determining the object display priority of each teammate virtual character based on the distance between the position of each virtual object or the game virtual area and the position of the target virtual character, wherein the closer to the current position of the target virtual character, the higher the corresponding object display priority.
In one possible implementation, as shown in fig. 5, the adjusting device 400 further includes a first prompting module 460, where the first prompting module 460 is configured to:
Displaying object prompt information corresponding to the target focus object in the graphical user interface; the object prompt information is used for prompting the object type and the object identification information of the target focus object.
In a possible implementation, a small map is also displayed in the graphical user interface, and the small map and the adjustment control are located on the same side of the graphical user interface; as shown in fig. 5, the adjusting apparatus 400 further includes a second prompting module 470, where the second prompting module 470 is configured to:
and prompting the target focus object in the small map.
In one possible implementation, the target focus object includes at least one of:
other virtual characters, virtual items present in the game scene, game virtual areas.
In one possible implementation, when the number of the target focus objects is a plurality, the second orientation adjustment module 430 is configured to, in response to a third touch operation on the graphical user interface, rotate the target virtual camera toward a direction in which the target focus object in the game scene is located, the second orientation adjustment module 430 is configured to:
Responding to a third touch operation on the graphical user interface, and rotating the target virtual camera towards the direction of a first focus object in a plurality of target focus objects;
after the target virtual camera rotates towards the direction of a first focus object in a plurality of target focus objects, responding to a third touch operation on the graphical user interface again, and rotating the target virtual camera towards the direction of a second focus object in the plurality of target focus objects;
wherein the object display priority of the first focus object is higher than the object display priority of the second focus object.
In a possible implementation manner, the visual angle adjustment control is displayed in the graphical user interface, and the second orientation adjustment module 430 is configured to, in response to a third touch operation on the graphical user interface, rotate the target virtual camera toward a direction in which the target focus object in the game scene is located, and display a picture that is captured by the target virtual camera and displays the target focus object, when the second orientation adjustment module 430 is configured to:
And responding to a third touch operation of the visual angle adjustment control on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
According to the in-game visual angle adjusting device, a target virtual character is controlled to move in a game scene in response to first touch operation of a movement control piece on a graphical user interface, and meanwhile pictures shot by a target virtual camera in the game scene are displayed; responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera and adjusting a game picture in the graphical user interface based on the operation parameters of the second touch operation; and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object. In the embodiment of the application, besides adjusting the visual angle through the first visual angle adjusting control on the basis of the second touch operation on the graphical user interface, the second visual angle adjusting control is additionally arranged, and the direction of the target virtual camera can be timely and accurately adjusted to the direction of the current target focus object which is worth focusing through the touch operation on the second visual angle adjusting control through the third touch operation on the graphical user interface, so that timeliness and accuracy of visual angle adjustment in the game process are improved, and further man-machine interaction efficiency is improved.
Referring to fig. 6, fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 6, the electronic device 600 includes a processor 610, a memory 620, and a bus 630.
The memory 620 stores machine readable instructions executable by the processor 610, which when the electronic device 600 is running, communicate between the processor 610 and the memory 620 over a bus 630, such that the processor 610, when running, performs the following instructions:
responding to a first touch operation of a movement control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene, which is shot by the target virtual camera moving along with the virtual character, in the graphical user interface;
responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera from the current camera orientation to a target camera orientation, and displaying a picture shot under the target camera orientation, wherein the target camera orientation is determined according to the operation parameters of the second touch operation;
and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In a possible implementation manner, the instructions executed by the processor 610 further include:
determining the target focus object based on object determination parameters;
wherein the object determination parameters include one or more of:
the current game state of the target virtual character, the current position of the target virtual character in the game scene and the current game progress.
In a possible implementation manner, the target focus object includes at least one of the following:
other virtual characters, virtual items present in the game scene, game virtual areas.
In a possible implementation manner, when the number of the target focus objects is a plurality, in the instructions executed by the processor 610, the responding to the third touch operation on the graphical user interface rotates the target virtual camera towards the direction in which the target focus object in the game scene is located, includes:
responding to a third touch operation on the graphical user interface, and rotating the target virtual camera towards the direction of a first focus object in a plurality of target focus objects;
after the target virtual camera rotates towards the direction of a first focus object in a plurality of target focus objects, responding to a third touch operation on the graphical user interface again, and rotating the target virtual camera towards the direction of a second focus object in the plurality of target focus objects;
Wherein the object display priority of the first focus object is higher than the object display priority of the second focus object.
In a possible implementation manner, the object display priority of the other virtual characters is higher than the object display priority of the virtual object; the object display priority of the virtual object is higher than the object display priority of the game virtual area; among the instructions executed by the processor 610, the object display priority is determined by:
when the target focus object is an enemy virtual character in other virtual characters, aiming at each enemy virtual character, determining the object display priority corresponding to the enemy virtual character based on the object attribute and/or distance information of the enemy virtual character; or,
when the target focus object is a teammate virtual role in other virtual roles, determining the object display priority of each teammate virtual role based on the distance between the position of each teammate virtual role and the position of the target virtual role; wherein, the object display priority of the enemy virtual character is higher than the object display priority of the teammate virtual character; or,
When the target focus object is the virtual object or the game virtual area, determining the object display priority of each teammate virtual character based on the distance between the position of each virtual object or the game virtual area and the position of the target virtual character, wherein the closer to the current position of the target virtual character, the higher the corresponding object display priority.
In a possible implementation manner, the instructions executed by the processor 610 further include:
displaying object prompt information corresponding to the target focus object in the graphical user interface; the object prompt information is used for prompting the object type and the object identification information of the target focus object.
In a possible implementation manner, in the instructions executed by the processor 610, the visual angle adjustment control is displayed in the graphical user interface, and the response is for the third touch operation on the graphical user interface to rotate the target virtual camera towards the direction in which the target focus object in the game scene is located, and display the picture showing the target focus object, which is shot by the target virtual camera, includes:
And responding to a third touch operation of the visual angle adjustment control on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In a possible implementation manner, a small map is further displayed in the graphical user interface, the small map and the viewing angle adjustment control are located on the same side of the graphical user interface, and the instructions executed by the processor 610 further include:
and prompting the target focus object in the small map.
In a possible implementation, the viewing angle adjustment control and the movement control are respectively located on two opposite sides of the graphical user interface.
According to the mode, the second visual angle adjusting control is additionally arranged on the basis of adjusting the visual angle through the second touch operation of the first visual angle adjusting control on the graphical user interface, and the direction of the target virtual camera can be timely and accurately adjusted to the direction of the current target focus object which is worth focusing through the touch operation of the third touch operation on the graphical user interface, so that timeliness and accuracy of visual angle adjustment in the game process are improved, and further man-machine interaction efficiency is improved. Meanwhile, when a plurality of target focus objects exist, the directions of the target virtual cameras can be circularly switched among the plurality of target focus objects through the third touch operation continuously repeated on the graphical user interface, so that the plurality of target focus objects are displayed for the player to adjust the visual angle directions of the player, and the accuracy and the diversity of visual angle switching are improved.
Embodiments of the present application also provide a computer-readable storage medium having a computer program stored thereon, such that the computer program, when executed by a processor, performs the following instructions:
responding to a first touch operation of a movement control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene, which is shot by the target virtual camera moving along with the virtual character, in the graphical user interface;
responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera from the current camera orientation to a target camera orientation, and displaying a picture shot under the target camera orientation, wherein the target camera orientation is determined according to the operation parameters of the second touch operation;
and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:
determining the target focus object based on object determination parameters;
wherein the object determination parameters include one or more of:
the current game state of the target virtual character, the current position of the target virtual character in the game scene and the current game progress.
In a possible implementation manner, the target focus object includes at least one of the following:
other virtual characters, virtual items present in the game scene, game virtual areas.
In a possible implementation manner, when the number of the target focus objects is a plurality, in the instructions executed by the computer-readable storage medium, the rotating the target virtual camera toward the direction in which the target focus object in the game scene is located in response to the third touch operation on the graphical user interface includes:
responding to a third touch operation on the graphical user interface, and rotating the target virtual camera towards the direction of a first focus object in a plurality of target focus objects;
after the target virtual camera rotates towards the direction of a first focus object in a plurality of target focus objects, responding to a third touch operation on the graphical user interface again, and rotating the target virtual camera towards the direction of a second focus object in the plurality of target focus objects;
Wherein the object display priority of the first focus object is higher than the object display priority of the second focus object.
In a possible implementation manner, the object display priority of the other virtual characters is higher than the object display priority of the virtual object; the object display priority of the virtual object is higher than the object display priority of the game virtual area; in instructions executed by the computer-readable storage medium, determining the object display priority by:
when the target focus object is an enemy virtual character in other virtual characters, aiming at each enemy virtual character, determining the object display priority corresponding to the enemy virtual character based on the object attribute and/or distance information of the enemy virtual character; or,
when the target focus object is a teammate virtual role in other virtual roles, determining the object display priority of each teammate virtual role based on the distance between the position of each teammate virtual role and the position of the target virtual role; wherein, the object display priority of the enemy virtual character is higher than the object display priority of the teammate virtual character; or,
When the target focus object is the virtual object or the game virtual area, determining the object display priority of each teammate virtual character based on the distance between the position of each virtual object or the game virtual area and the position of the target virtual character, wherein the closer to the current position of the target virtual character, the higher the corresponding object display priority.
In a possible implementation manner, the instructions executed by the computer-readable storage medium further include:
displaying object prompt information corresponding to the target focus object in the graphical user interface; the object prompt information is used for prompting the object type and the object identification information of the target focus object.
In a possible implementation manner, in the instructions executed by the computer readable storage medium, the graphical user interface displays a viewing angle adjustment control, and the responding rotates the target virtual camera towards the direction of the target focus object in the game scene and displays a picture showing the target focus object, which is shot by the target virtual camera, for a third touch operation on the graphical user interface, includes:
And responding to a third touch operation of the visual angle adjustment control on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
In a possible implementation manner, a small map is further displayed in the graphical user interface, the small map and the visual angle adjustment control are located on the same side of the graphical user interface, and in the instructions executed by the computer readable storage medium, the method further includes:
and prompting the target focus object in the small map.
In a possible implementation, the viewing angle adjustment control and the movement control are respectively located on two opposite sides of the graphical user interface.
According to the mode, the second visual angle adjusting control is additionally arranged on the basis of adjusting the visual angle through the second touch operation of the first visual angle adjusting control on the graphical user interface, and the direction of the target virtual camera can be timely and accurately adjusted to the direction of the current target focus object which is worth focusing through the touch operation of the third touch operation on the graphical user interface, so that timeliness and accuracy of visual angle adjustment in the game process are improved, and further man-machine interaction efficiency is improved. Meanwhile, when a plurality of target focus objects exist, the directions of the target virtual cameras can be circularly switched among the plurality of target focus objects through continuously repeated touch operation on the graphical user interface, so that the plurality of target focus objects are displayed for a player to adjust the visual angle directions of the player, and the accuracy and the diversity of visual angle switching are improved.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described systems, apparatuses and units may refer to corresponding procedures in the foregoing method embodiments, and are not repeated herein.
In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, including several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the foregoing examples are merely specific embodiments of the present application, and are not intended to limit the scope of the present application, but the present application is not limited thereto, and those skilled in the art will appreciate that while the foregoing examples are described in detail, the present application is not limited thereto. Any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or make equivalent substitutions for some of the technical features within the technical scope of the disclosure of the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present application, and are intended to be included in the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (12)

1. A method for adjusting a viewing angle in a game, wherein a graphical user interface is provided through a terminal device, and all or part of a game scene and a target virtual character shot by a target virtual camera are displayed in the graphical user interface, the method comprises the following steps:
responding to a first touch operation of a movement control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene, which is shot by the target virtual camera moving along with the virtual character, in the graphical user interface;
responding to a second touch operation on the graphical user interface, adjusting the camera orientation of the target virtual camera from the current camera orientation to a target camera orientation, and displaying a picture shot under the target camera orientation, wherein the target camera orientation is determined according to the operation parameters of the second touch operation;
and responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
2. The adjustment method according to claim 1, characterized in that the adjustment method further comprises:
determining the target focus object based on object determination parameters;
wherein the object determination parameters include one or more of:
the current game state of the target virtual character, the current position of the target virtual character in the game scene and the current game progress.
3. The adjustment method according to claim 1, characterized in that the target focus object comprises at least one of:
other virtual characters, virtual items present in the game scene, game virtual areas.
4. The adjustment method according to claim 3, wherein when the number of the target focus objects is plural, the rotating the target virtual camera toward the direction in which the target focus object in the game scene is located in response to a third touch operation on the graphical user interface, includes:
responding to a third touch operation on the graphical user interface, and rotating the target virtual camera towards the direction of a first focus object in a plurality of target focus objects;
After the target virtual camera rotates towards the direction of a first focus object in a plurality of target focus objects, responding to a third touch operation on the graphical user interface again, and rotating the target virtual camera towards the direction of a second focus object in the plurality of target focus objects;
wherein the object display priority of the first focus object is higher than the object display priority of the second focus object.
5. The adjustment method according to claim 4, wherein the object display priority of the other virtual character is higher than the object display priority of the virtual article; the object display priority of the virtual object is higher than the object display priority of the game virtual area;
determining the object display priority by:
when the target focus object is an enemy virtual character in other virtual characters, aiming at each enemy virtual character, determining the object display priority corresponding to the enemy virtual character based on the object attribute and/or distance information of the enemy virtual character; or,
when the target focus object is a teammate virtual role in other virtual roles, determining the object display priority of each teammate virtual role based on the distance between the position of each teammate virtual role and the position of the target virtual role; wherein, the object display priority of the enemy virtual character is higher than the object display priority of the teammate virtual character; or,
When the target focus object is the virtual object or the game virtual area, determining the object display priority of each teammate virtual character based on the distance between the position of each virtual object or the game virtual area and the position of the target virtual character, wherein the closer to the current position of the target virtual character, the higher the corresponding object display priority.
6. The adjustment method according to claim 1, characterized in that after the response is directed to a third touch operation on the graphical user interface, the target virtual camera is turned toward a direction in which a target focus object in the game scene is located, and a picture showing the target focus object taken by the target virtual camera is shown, the adjustment method further comprises:
displaying object prompt information corresponding to the target focus object in the graphical user interface; the object prompt information is used for prompting the object type and the object identification information of the target focus object.
7. The adjustment method according to claim 1, wherein the graphic user interface displays a view angle adjustment control, the response to the third touch operation on the graphic user interface rotates the target virtual camera toward a direction in which the target focus object in the game scene is located, and displays a picture showing the target focus object, which is shot by the target virtual camera, includes:
And responding to a third touch operation of the visual angle adjustment control on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
8. The adjustment method according to claim 7, wherein a small map is further displayed in the graphical user interface, the small map and the view angle adjustment control are located on the same side of the graphical user interface, and after the response is directed to the third touch operation of the second view angle adjustment control on the graphical user interface, the target virtual camera is turned toward the direction in which the target focus object in the game scene is located, and the picture showing the target focus object is shown, the adjustment method further comprises:
and prompting the target focus object in the small map.
9. The adjustment method of claim 7, wherein the perspective adjustment control and the movement control are located on opposite sides of the graphical user interface, respectively.
10. An apparatus for adjusting viewing angle in a game, wherein a graphical user interface is provided through a terminal device, and all or part of a game scene and a target virtual character shot by a target virtual camera are displayed in the graphical user interface, the apparatus comprising:
the mobile control module is used for responding to a first touch operation of a mobile control on the graphical user interface, controlling the target virtual character to move in the game scene, and displaying a picture in the game scene, which is shot by the target virtual camera moving along with the virtual character, in the graphical user interface;
a first orientation adjustment module, configured to adjust a camera orientation of the target virtual camera from a current camera orientation to a target camera orientation in response to a second touch operation on the graphical user interface, and display a picture captured under the target camera orientation, where the target camera orientation is determined according to an operation parameter of the second touch operation;
and the second direction adjusting module is used for responding to a third touch operation on the graphical user interface, rotating the target virtual camera towards the direction of the target focus object in the game scene, and displaying the picture which is shot by the target virtual camera and displays the target focus object.
11. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the method of adjusting in-game viewing angle of any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that the computer-readable storage medium has stored thereon a computer program which, when executed by a processor, performs the steps of the method of adjusting a viewing angle in a game as claimed in any one of claims 1 to 9.
CN202310150301.1A 2023-02-09 2023-02-09 Method and device for adjusting viewing angle in game, electronic equipment and readable storage medium Pending CN116115998A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310150301.1A CN116115998A (en) 2023-02-09 2023-02-09 Method and device for adjusting viewing angle in game, electronic equipment and readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310150301.1A CN116115998A (en) 2023-02-09 2023-02-09 Method and device for adjusting viewing angle in game, electronic equipment and readable storage medium

Publications (1)

Publication Number Publication Date
CN116115998A true CN116115998A (en) 2023-05-16

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Country Link
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