WO2018177170A1 - 游戏画面的显示控制方法及装置、存储介质、电子设备 - Google Patents

游戏画面的显示控制方法及装置、存储介质、电子设备 Download PDF

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Publication number
WO2018177170A1
WO2018177170A1 PCT/CN2018/079756 CN2018079756W WO2018177170A1 WO 2018177170 A1 WO2018177170 A1 WO 2018177170A1 CN 2018079756 W CN2018079756 W CN 2018079756W WO 2018177170 A1 WO2018177170 A1 WO 2018177170A1
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WO
WIPO (PCT)
Prior art keywords
touch
user interface
graphical user
game
screen
Prior art date
Application number
PCT/CN2018/079756
Other languages
English (en)
French (fr)
Inventor
吴志武
鲍慧翡
Original Assignee
网易(杭州)网络有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 网易(杭州)网络有限公司 filed Critical 网易(杭州)网络有限公司
Priority to US16/346,141 priority Critical patent/US20190299091A1/en
Priority to JP2019518993A priority patent/JP6955557B2/ja
Publication of WO2018177170A1 publication Critical patent/WO2018177170A1/zh

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    • AHUMAN NECESSITIES
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
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    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
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    • 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
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    • A63F13/50Controlling the output signals based on the game progress
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F13/50Controlling the output signals based on the game progress
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    • A63F13/55Controlling game characters or game objects based on the game progress
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    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
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    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
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    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04886Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
    • 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
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the present disclosure relates to the field of computer interaction technologies, and in particular, to a display control method and apparatus for a game screen, a storage medium, and an electronic device.
  • the surrounding environment is observed by controlling the rotation of the virtual character, which has great limitations: on the one hand, the operability is poor, and it is not convenient; on the other hand, by controlling the virtual
  • the rotation of the character to observe the surrounding environment will interrupt or change the combat state of the virtual character, unable to switch or affect the battle in the battle, and can not meet the user's need for the viewing field switching, and the user experience is not good.
  • An object of the present disclosure is to provide a display control method and apparatus for a game screen, a storage medium, and an electronic device, and at least to some extent overcome one or more problems due to limitations and disadvantages of the related art.
  • a display control method for a game screen including a graphical user interface obtained by executing a software application on a processor of the mobile terminal and rendering on a display of the mobile terminal
  • the content presented by the graphical user interface includes a game scene screen and at least partially includes a virtual character, the method comprising:
  • the end of the second touch operation is detected, and the presentation visual field of the game scene screen on the graphical user interface is controlled to return to the state before the second touch operation.
  • the first touch manipulation area is a virtual joystick manipulation area.
  • the second touch operation is a touch sliding operation.
  • the changing a presentation view of the game scene screen on the graphical user interface according to the second touch operation includes:
  • the changing a presentation view of the game scene screen on the graphical user interface according to the second touch operation includes:
  • the direction of the virtual camera is changed according to a sliding trajectory of the touch sliding operation.
  • the game screen is a first person view game screen
  • changing the presentation view of the game scene screen on the graphical user interface according to the second touch operation includes:
  • the second touch operation is a touch click operation.
  • the changing a presentation view of the game scene screen on the graphical user interface according to the second touch operation includes:
  • the changing a presentation view of the game scene screen on the graphical user interface according to the second touch operation includes:
  • the providing the second touch manipulation area in the graphical user interface includes:
  • a preset touch operation at the graphical user interface is detected, and a second touch manipulation area is presented on the graphical user interface.
  • the preset touch operation includes any one of the following: a re-press, a long press, and a double-click.
  • controlling the state of the presentation of the game scene screen on the graphical user interface to the state before the second touch operation comprises:
  • a display control device for a game screen including a graphical user interface obtained by executing a software application on a processor of the mobile terminal and rendering on a display of the mobile terminal
  • the content presented by the graphical user interface includes a game scene screen and at least partially includes a virtual character
  • the apparatus comprising:
  • a first providing module configured to provide a first touch manipulation area in the graphical user interface, and configured to configure the virtual character to be performed in the game scene screen according to a first touch operation received by the first touch manipulation area Displacement and / or rotation;
  • a second providing module configured to provide a second touch manipulation area on the graphical user interface, configured to configure a presentation visual field of the game scene screen on the graphical user interface as a second received according to the second touch manipulation area Change by touch operation;
  • the first detecting module is configured to detect the second touch operation located in the second touch manipulation area, and change a presentation view of the game scene picture on the graphic user interface according to the second touch operation;
  • the second detecting module is configured to detect the end of the second touch operation, and control a rendering visual field of the game scene screen on the graphic user interface to return to a state before the second touch operation.
  • a computer readable storage medium having stored thereon a computer program, the computer program being executed by a processor to implement a display control method of a game screen according to any one of the above.
  • an electronic device including:
  • a memory configured to store executable instructions of the processor
  • the processor is configured to execute the display control method of the game screen according to any one of the above items by executing the executable instruction.
  • a first touch manipulation area is provided in the graphic user interface, and a first touch operation received according to the first touch manipulation area is Controlling the virtual character to perform displacement and/or rotation in the game scene screen; providing a second touch manipulation area in the graphical user interface and detecting the second touch operation in the second touch manipulation area And changing a rendering view of the game scene screen on the graphical user interface.
  • controlling the presentation visual field of the game scene screen on the graphical user interface to return to the state before the second touch operation.
  • the first touch operation received according to the first touch manipulation area is Displacement and/or rotation in the game scene picture; on the other hand, by providing a second touch manipulation area in the graphical user interface and according to the detected second touch operation occurring in the second touch manipulation area, The second touch operation received by the second touch manipulation area changes the presentation view of the game scene on the graphical user interface. When the second touch operation ends, the presentation view of the game scene on the graphical user interface returns to the original state.
  • the second touch operation of the user in the second touch manipulation area may change the presentation field of view of the game scene on the graphical user interface, and return to the state before the second touch operation when the second touch operation ends, providing the user with a convenient Quickly present the way of adjusting the visual field to meet the needs of users and improve the user experience.
  • FIG. 1 is a flowchart of a display control method of a game screen according to the present disclosure
  • FIG. 2 is a cross-sectional view of a game scene provided by an exemplary embodiment of the present disclosure
  • FIG. 3 is a schematic diagram of changing a rendering field of view according to a sliding operation according to an exemplary embodiment of the present disclosure
  • FIG. 4 is a block diagram of a display control device for a game screen according to the present disclosure
  • FIG. 5 is a schematic block diagram of an electronic device in an exemplary embodiment of the present disclosure.
  • a display control method of a game screen including a graphical user interface obtained by executing a software application on a processor of the mobile terminal and rendering on a display of the mobile terminal is disclosed in the exemplary embodiment.
  • the content presented by the graphical user interface includes a game scene screen and at least partially includes a virtual character.
  • the display control method of the game screen may include the following steps:
  • Step S110 Providing a first touch manipulation area in the graphical user interface, and configuring the virtual character to be displaced in the game scene screen according to a first touch operation received by the first touch manipulation area.
  • Step S120 Providing a second touch manipulation area on the graphic user interface, and configuring a presentation visual field of the game scene screen on the graphic user interface to be changed according to a second touch operation received by the second touch manipulation area. ;
  • Step S130 Detecting the second touch operation located in the second touch manipulation area, and changing a presentation view of the game scene picture on the graphic user interface according to the second touch operation;
  • Step S140 Detecting the end of the second touch operation, controlling the presentation visual field of the game scene screen on the graphical user interface to return to the state before the second touch operation.
  • the display control method of the game screen in the present exemplary embodiment on the one hand, by providing the first touch manipulation area in the graphical user interface and according to the detected first touch operation occurring in the second touch manipulation area, ie The first touch operation received according to the first touch manipulation area may be displaced and/or rotated in the game scene screen; on the other hand, by providing the second touch manipulation area in the graphical user interface and according to the detected occurrence a second touch operation of the touch control area, wherein the display view of the game scene on the graphical user interface is changed according to the second touch operation received by the second touch control area, when the second touch operation ends, on the graphical user interface The rendered view of the game scene returns to its original state.
  • the second touch operation of the user in the second touch manipulation area may change the presentation field of view of the game scene on the graphical user interface, and return to the state before the second touch operation when the second touch operation ends. It provides users with a convenient and fast way to adjust the visual field, which satisfies the needs of users and improves the user experience.
  • a first touch manipulation area is provided at the graphical user interface, and the virtual character is configured to be displaced in the game scene screen according to a first touch operation received by the first touch manipulation area. / or rotate.
  • the first touch manipulation area may be, for example, a virtual joystick manipulation area, a direction control virtual key area, and the like, which is not specifically limited in this exemplary embodiment.
  • the first touch manipulation area is a virtual joystick manipulation area
  • the first touch operation received according to the virtual joystick manipulation area controls the virtual character to be displaced and/or rotated in the game scene.
  • the first touch manipulation area is a virtual cross key area/virtual direction key (D-PAD) area
  • D-PAD virtual cross key area/virtual direction key
  • the first touch operation received according to the virtual cross key area controls the virtual character to be performed in the game scene. Displacement and / or rotation.
  • the first touch manipulation area is a touch manipulation area having a visual indication, such as a touch manipulation area having a bounding box, or a touch manipulation area filled with a color, or having a predetermined transparency.
  • a touch manipulation area, or other manipulation area capable of visually indicating the range of the first touch manipulation area controls the virtual character to be displaced and/or rotated in the game scene according to a touch operation such as a slide, click, or the like received by the touch manipulation area.
  • the touch control area with visual indication enables the user to quickly locate the touch control area, which can reduce the difficulty of the game novice.
  • the first touch manipulation area is a touch manipulation area in the graphical user interface that does not have a visual indication.
  • the touch control area without visual indication will not cover or affect the game screen, provide better picture effects, and save screen space, suitable for the operation of the game master.
  • the displacement of the virtual character in the game scene refers to the change of the position of the virtual character in the game scene; the rotation of the virtual character in the game scene refers to the change of the orientation of the virtual character in the game scene.
  • the first touch operation received according to the first touch manipulation area may be in the game scene screen. Displace and/or rotate.
  • step S120 a second touch manipulation area is provided in the graphical user interface, and a presentation visual field of the game scene screen on the graphical user interface is configured as a second touch operation received according to the second touch manipulation area. And change.
  • the second touch manipulation area is a touch control area with a visual indication in the graphical user interface, such as a touch manipulation area having a bounding box, or a touch manipulation area filled with color, or a touch manipulation area having a predetermined transparency. , or other manipulation area capable of visually indicating the range of the second touch manipulation area.
  • the touch control area with visual indication enables the user to quickly locate the touch control area, which can reduce the difficulty of the game novice.
  • the second touch manipulation area is a touch manipulation area of the graphical user interface that does not have a visual indication.
  • the touch control area without visual indication will not cover or affect the game screen, provide better picture effects, and save screen space, suitable for the operation of the game master.
  • the change in the presentation field of the game scene picture on the graphical user interface includes a change in the presentation range of the game scene picture on the graphical user interface and/or a change in the presentation angle of the game scene picture on the graphical user interface, and the game is on the graphical user interface
  • the presentation visual field of the scene picture changes according to the second touch operation received by the second touch manipulation area, the orientation of the virtual character and the position of the crosshair do not change.
  • the following describes an example of a change in the presentation field of the game scene screen on the graphical user interface with an example.
  • Figure 2 shows a cross-sectional view of a game scene, in the XY coordinate plane shown in Figure 2, where the Z direction is perpendicular to the paper surface (XY plane) outward, where 1 is the game scene, 2 It is a virtual camera, and 3 is a hillside in the game scene.
  • the virtual camera 2 is set at point A, the angle of the shooting direction line OA is ⁇ , and the point O is the intersection of the shooting direction line passing through point A and the game scene 1.
  • the content of the game scene rendered on the display of the mobile terminal is equivalent to the scene content captured by the virtual camera 2, ranging from point B to point C.
  • the rendering range of the game scene screen on the graphical user interface will become smaller, and the rendering angle will be unchanged; otherwise, the rendering range will become larger and the rendering angle will be unchanged;
  • the game scene range is limited to from point E to point F, and within a certain range of shooting angles, the virtual camera 2 can capture the full range of the game scene.
  • the position A of the virtual camera 2 is kept unchanged, and the shooting angle ⁇ is changed within a certain range, and the presentation angle of the game scene screen on the graphical user interface changes, and the presentation range does not change.
  • a preset touch operation at the graphical user interface is detected, and a second touch manipulation area is provided on the graphical user interface.
  • a second touch manipulation area is provided in the graphical user interface, and the presentation visual field of the game scene screen on the graphical user interface is configured as The second touch manipulation area receives a second touch operation and changes. In this way, the user can call up the second touch control area according to the requirements, avoiding misoperation and saving screen space.
  • an option is provided in the setting of the game software application for the user to select, according to the content of the setting option, whether to enable the function of providing the second touch manipulation area in the graphical user interface.
  • step S120 may be performed before step S110. That is, the above steps S110 and S120 do not have a limitation of the order.
  • step S130 the second touch operation located in the second touch manipulation area is detected, and the presentation visual field of the game scene screen on the graphic user interface is changed according to the second touch operation.
  • the second touch operation is a touch sliding operation
  • the display trajectory of the game scene screen on the graphical user interface is changed according to the sliding trajectory of the touch sliding operation, and the adjustment direction of the presentation visual field of the game scene screen on the graphical user interface is The sliding direction is the same, and when the presentation field of the game scene picture changes, the orientation of the virtual character and the position of the sight are not changed.
  • the presentation field of the game scene picture on the graphic user interface changes, which is equivalent to the virtual camera 2 in the negative direction of the Z axis.
  • the angle of rotation is determined by the distance of the sliding. The larger the sliding distance, the larger the angle of rotation.
  • the user-controlled virtual character 6 is a tank, and the tank orientation and the weapon sight 7 are both pointed to the reference object 8 (for example, mountain).
  • the user can control the displacement and/or rotation of the tank through a first touch manipulation area 4 (eg, a rocker area) located on the left side of the graphical user interface.
  • the presentation field of the game scene picture is adjusted by a second touch manipulation area 5 located on the right side of the graphical user interface (eg, an area having a bounding box on the right side in FIG. 3).
  • the game scene screen presents a corresponding left and right adjustment of the visual field, and when the left and right adjustment corresponding to the visual field is presented, the orientation of the virtual character 6 tank and the weapon sight 7 are directed to the reference object 8.
  • the presentation field of the game scene screen on the graphical user interface changes, which corresponds to the virtual camera 2 in FIG. 2 rotating in the negative direction of the Z axis and rotating in the Y negative direction.
  • a touch swipe operation that receives other directions changes the rendering field of view accordingly.
  • the direction of adjustment of the field of view of the game scene picture on the graphical user interface is opposite to the direction of the slide.
  • the user-controlled virtual character is a tank with tank orientation and weapon sights pointing to the mountains.
  • the user can control the displacement and/or rotation of the tank through a first touch manipulation area (eg, a virtual joystick area) located on the left side of the graphical user interface through the second touch manipulation area located on the right side of the graphical user interface (right in FIG. 3)
  • the area with the bounding box on the side adjusts the rendering view of the game screen.
  • the presentation field of the game scene screen is correspondingly adjusted to the left, which corresponds to the virtual camera 2 in FIG. 2 rotating in the positive direction of the Z axis.
  • changing the rendering visual field of the game scene picture on the graphic user interface according to the sliding trajectory of the touch sliding operation is equivalent to changing the position A of the virtual camera and changing the shooting direction of the virtual camera 2.
  • the position of the virtual camera 2 in the game scene is changed to a preset position and the direction of the virtual camera is changed according to the sliding trajectory of the touch sliding operation, ie
  • the direction in which the field of view of the game scene screen on the graphical user interface is changed is changed according to the sliding trajectory of the touch slide operation.
  • the start operation of the touch slide operation is detected, the first person view game screen is switched to the third person view game screen, and at this time, the position of the virtual camera 2 is changed, and the touch slide operation is performed according to the touch operation.
  • the sliding trajectory changes the direction of the field of view of the game scene picture on the graphical user interface.
  • the second touch operation is a touch slide operation that changes the position of the virtual camera according to the slide trajectory of the touch slide operation to change the presentation view of the game scene screen on the graphical user interface.
  • the game screen when the finger slides around the second touch manipulation area 5, the game screen presents a corresponding left and right adjustment of the field of view, which corresponds to the virtual camera 2 in FIG. 2 moving along the Z axis;
  • the game screen presents a corresponding up and down adjustment of the field of view, which corresponds to the corresponding movement of the virtual camera 2 in FIG. 2 along the Y axis.
  • the second touch operation is a touch click operation
  • the presentation of the game scene screen on the graphic user interface is changed according to the position of a preset point in the second touch manipulation area and the click position of the touch click operation. Vision.
  • the preset point is the center point of the second touch manipulation area
  • the click position of the touch click operation is on the right side of the center point, and the adjustment view field is turned to the right.
  • a corresponding change in the touch click operation that receives other orientations presents a field of view.
  • the preset point is the center point of the second touch manipulation area
  • the click position of the touch click operation is on the right side of the center point, and the position of the control virtual camera is moved to the right.
  • a corresponding change in the touch click operation that receives other orientations presents a field of view.
  • the second touch operation is a touch click operation
  • the game on the graphical user interface is changed according to a position of a preset line in the second touch manipulation area and a position of the click of the touch click operation.
  • the rendering view of the scene picture For example, the preset line is the center line of the horizontal direction of the second touch control area, the click position of the touch click operation is on the right side of the center line, the adjustment view field is turned to the right, and the click position of the touch click operation is on the left side of the center line. Adjust the rendering field to the left.
  • the preset line is the center line of the vertical direction of the second touch control area
  • the click position of the touch click operation is on the upper side of the center line
  • the adjustment display field is turned up
  • the click position of the touch click operation is below the center line. Adjust the rendering view to go down.
  • the preset line is the center line of the horizontal direction of the second touch manipulation area
  • the click position of the touch click operation is on the right side of the center line
  • the position of the control virtual camera is moved to the right
  • the position of the click operation of the touch click operation is on the center line.
  • the position of the control virtual camera moves to the left.
  • the preset line is the center line of the vertical direction of the second touch manipulation area
  • the click position of the touch click operation is on the upper side of the center line
  • the position of the control virtual camera is moved upward, and the click position of the touch click operation is below the center line. , control the position of the virtual camera to move down.
  • step S140 detecting the end of the second touch operation, controlling the presentation visual field of the game scene screen on the graphical user interface to return to the state before the second touch operation.
  • the end of the second touch operation refers to a finger or other touch object leaving the touch screen.
  • the user raises the finger to restore the current presentation field of view to the state before the touch slide operation.
  • the game user can change the direction of the field of view of the game scene picture on the graphical user interface by sliding the touch operation, and does not change the orientation of the virtual character and the direction of the weapon sight. After the touch slide operation is finished, the game screen presented on the terminal can be quickly restored. . Provides a convenient and fast way to adjust the field of view.
  • the returning of the presentation visual field of the present disclosure to the state before the second touch operation includes: controlling the rendering visual field of the game scene screen on the graphical user interface to return to the presentation visual field before the second touch operation; or, controlling The rendering visual field of the game scene screen on the graphical user interface is restored to calculate the rendering visual field according to the rendering visual field computing logic before the second touch operation.
  • the absolute position and the absolute angle/direction are restored to the state before the second touch operation, for example, before the second touch operation, the position of the virtual camera 2 is the point A in the absolute coordinates of the game scene, and the image capturing direction is the direction vector AO;
  • absolutely restoring the rendered field of view to the state before the second touch operation based on the A point and the direction AO for absolute recovery that is, based on the position of the virtual camera in the absolute coordinates of the game scene before the second touch operation and absolute
  • the shooting direction in the coordinates controls the rendering view of the game scene screen on the graphical user interface.
  • the game calculates the field of view according to predetermined calculation logic (for example, the virtual camera is set at the head of the virtual character and rotates following the rotation of the virtual character), in such a case, the present disclosure
  • the state in which the field of view is restored to the state before the second touch operation may also be to restore the calculation logic before the second touch operation to calculate the field of view; for example, the position of the virtual camera 2 is the relative coordinate associated with the virtual character before the second touch operation Point A in the middle (for example, a distance W behind the virtual character and a height H), the imaging direction is the direction vector AO, which is related to the orientation of the virtual character and/or the direction of the weapon sight (for example, the direction vector AO is The projection in the horizontal direction is the same as the orientation of the virtual character in the
  • the imaging direction of the virtual camera 2 is associated with the orientation of the virtual character and/or the direction of the weapon sight, that is, based on the current virtual character in the absolute coordinates of the game scene.
  • the displacement and/or rotation of the virtual character may be changed by the first touch manipulation area. That is, it is possible to change the orientation of the virtual character and/or the direction of the weapon sight by the first touch operation of the first touch manipulation region while observing the enemy scene by the touch manipulation change in the second touch manipulation region, thereby realizing rapid observation and Collaborative operation.
  • the end of the second touch operation is detected and the touch operation is not received by the second touch manipulation area within the predetermined duration, and the presentation visual field of the game scene screen on the control graphical user interface is restored to before the second touch operation. status.
  • the graphic user can be changed according to the second touch operation received by the second touch manipulation area
  • the rendering view of the game scene on the interface when the second touch operation ends, the rendering view of the game scene on the graphical user interface returns to the original state.
  • the second touch operation of the user in the second touch manipulation area may change the presentation field of view of the game scene on the graphical user interface, and return to the state before the second touch operation when the second touch operation ends. It provides users with a convenient and fast way to adjust the visual field, which satisfies the needs of users and improves the user experience.
  • the game screen includes performing a software application on a processor of the mobile terminal and rendering on a display of the mobile terminal.
  • the obtained graphical user interface, the content presented by the graphical user interface includes a game scene image and at least partially includes a virtual character, and the display control device 100 of the game screen may include: a first providing module 101 and a second providing module 102.
  • the first detecting module 103 and the second detecting module 104 among them:
  • the first providing module 101 may be configured to provide a first touch manipulation area on the graphical user interface, and configure the virtual character to be in the game scene picture according to a first touch operation received according to the first touch manipulation area Perform displacement and / or rotation;
  • the second providing module 102 may be configured to provide a second touch manipulation area on the graphical user interface, and configure a presentation visual field of the game scene screen on the graphical user interface to be received according to the second touch manipulation area. Change by two touch operations;
  • the first detecting module 103 may be configured to detect the second touch operation located in the second touch manipulation area, and change a presentation view of the game scene screen on the graphic user interface according to the second touch operation;
  • the second detecting module 104 may be configured to detect the end of the second touch operation, and control a rendering visual field of the game scene screen on the graphical user interface to return to a state before the second touch operation.
  • modules or units of equipment for action execution are mentioned in the detailed description above, such division is not mandatory. Indeed, in accordance with embodiments of the present disclosure, the features and functions of two or more modules or units described above may be embodied in one module or unit. Conversely, the features and functions of one of the modules or units described above may be further divided into multiple modules or units.
  • a computer readable storage medium having stored thereon a computer program that, when executed by a processor, implements the display control method of the game screen described above.
  • the computer readable storage medium can include a data signal that is propagated in the baseband or as part of a carrier, carrying readable program code. Such propagated data signals can take a variety of forms including, but not limited to, electromagnetic signals, optical signals, or any suitable combination of the foregoing.
  • a computer readable storage medium can transmit, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
  • Program code embodied in a computer readable storage medium may be transmitted using any suitable medium, including but not limited to wireless, wireline, optical cable, radio frequency, etc., or any suitable combination of the foregoing.
  • the electronic device 200 includes a processing component 201, one or more processors, and memory resources represented by the memory 202.
  • the processing component 201 For storing instructions executable by the processing component 201, such as an application.
  • An application stored in memory 202 may include one or more modules each corresponding to a set of instructions.
  • the processing component 201 is configured to execute an instruction to perform the display control method of the game screen described above.
  • the electronic device 200 may further include: a power supply component configured to perform power management on the execution electronic device 200; a wired or wireless network interface 203 configured to connect the electronic device 200 to the network; and an input and output ( I/O) interface 204.
  • the electronic device 200 may operate based on an operating system stored in a memory, such as Android, iOS, Windows Server TM, Mac OS X TM, Unix TM, Linux TM, FreeBSD TM or the like.
  • the example embodiments described herein may be implemented by software or by software in combination with necessary hardware. Therefore, the technical solution according to an embodiment of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network.
  • a non-volatile storage medium which may be a CD-ROM, a USB flash drive, a mobile hard disk, etc.
  • a number of instructions are included to cause a computing device (which may be a personal computer, server, electronic device, or network device, etc.) to perform a method in accordance with an embodiment of the present disclosure.

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Abstract

一种游戏画面的显示控制方法及装置、存储介质、电子设备,该方法包括:在图形用户界面提供第一触摸操控区域(4),将虚拟角色配置为根据第一触摸操控区域(4)接收到的第一触摸操作在游戏场景画面中进行位移和/或旋转;在图形用户界面提供第二触摸操控区域(5)并在检测到位于第二触摸操控区域(5)的第二触摸操作时,改变图形用户界面上游戏场景画面的呈现视野;检测到第二触摸操作的结束,控制图形用户界面上游戏场景画面的呈现视野恢复至第二触摸操作前的状态。

Description

游戏画面的显示控制方法及装置、存储介质、电子设备 技术领域
本公开涉及计算机交互技术领域,尤其涉及一种游戏画面的显示控制方法及装置、存储介质、电子设备。
背景技术
随着移动智能终端以及游戏业的发展,涌现出大量的、不同题材的手游,以满足用户的需求。在游戏中,虚拟角色都默认向前看,如果想观察虚拟角所处的虚拟环境中的位于虚拟角色背后或者周围的虚拟环境必须通过转动虚拟角色的朝向来实现。
然而,在移动终端(尤其是采用触摸控制的移动终端)游戏中通过控制虚拟角色的转动来观察周围环境,具有很大的局限性:一方面操作性差,不便捷;另一方面,通过控制虚拟角色的转动来观察周围环境会中断或改变虚拟角色的战斗状态,无法在战斗中切换或影响战斗的进行,不能满足用户对观察视野切换的需求,用户体验不佳。
需要说明的是,在上述背景技术部分公开的信息仅用于加强对本公开的背景的理解,因此可以包括不构成对本领域普通技术人员已知的相关技术的信息。
发明内容
本公开的目的在于提供一种游戏画面的显示控制方法及装置、存储介质、电子设备,进而至少在一定程度上克服由于相关技术的限制和缺陷而导致的一个或者多个问题。
根据本公开的一个方面,提供一种游戏画面的显示控制方法,所述游戏画面包括通过在移动终端的处理器上执行软件应用并在所述移动终端的显示器上渲染得到的图形用户界面,所述图形用户界面所呈现的内容包含游戏场景画面并至少部分地包含一虚拟角色,所述方法包括:
在所述图形用户界面提供第一触摸操控区域,将所述虚拟角色配置为根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中进行位移和/或旋转;
在所述图形用户界面提供第二触摸操控区域,将所述图形用户界面上所述游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变;
检测到位于所述第二触摸操控区域的所述第二触摸操作,根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野;
检测到所述第二触摸操作的结束,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。
在本公开的一种示例性实施例中,所述第一触摸操控区域为虚拟摇杆操控区域。
在本公开的一种示例性实施例中,所述第二触摸操作为触摸滑动操作。
在本公开的一种示例性实施例中,所述根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野包括:
根据所述触摸滑动操作的滑动轨迹改变所述图形用户界面上所述游戏场景画面的呈现视野。
在本公开的一种示例性实施例中,所述根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野包括:
将所述游戏场景中虚拟摄像机的位置变更为一预设位置;
根据所述触摸滑动操作的滑动轨迹改变所述虚拟摄像机的方向。
在本公开的一种示例性实施例中,所述游戏画面为第一人称视角游戏画面,所述根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野包括:
将所述第一人称视角游戏画面切换至第三人称视角游戏画面,根据所述触摸滑动操作的滑动轨迹改变所述图形用户界面上所述游戏场景画面的呈现视野的方向。
在本公开的一种示例性实施例中,所述第二触摸操作为触摸点击操作。
在本公开的一种示例性实施例中,所述根据所述第二触摸操作改变所述图形用户界面上游戏场景画面的呈现视野包括:
根据所述第二触摸操控区域中一预设点的位置与所述触摸点击操作的点击的位置改变所述图形用户界面上游戏场景画面的呈现视野。
在本公开的一种示例性实施例中,所述根据所述第二触摸操作改变所述图形用户界面上游戏场景画面的呈现视野包括:
根据所述第二触摸操控区域中一预设线条线的位置与所述触摸点击操作的点击的位置改变所述图形用户界面上游戏场景画面的呈现视野。
在本公开的一种示例性实施例中,所述在所述图形用户界面提供第二触摸操控区域包括:
检测到位于所述图形用户界面的预设触摸操作,在所述图形用户界面上呈现一第二触摸操控区域。
在本公开的一种示例性实施例中,所述预设触摸操作包括以下任意一种:重按、长按、双击。
在本公开的一种示例性实施例中,所述控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态包括:
控制所述图形用户界面上游戏场景画面的呈现视野恢复至所述第二触摸操作前的呈现视野;或者,
控制所述图形用户界面上游戏场景画面的呈现视野恢复至根据所述第二触摸操作前的呈现视野计算逻辑计算呈现视野。
根据本公开的一个方面,提供一种游戏画面的显示控制装置,所述游戏画面包括通过在移动终端的处理器上执行软件应用并在所述移动终端的显示器上渲染得到的图形用户界面,所述图形用户界面所呈现的内容包含游戏场景画面并至少部分地包含一虚拟角色,所述装置包括:
第一提供模块,设置为在所述图形用户界面提供第一触摸操控区域,将所述虚拟角色配 置为根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中进行位移和/或旋转;
第二提供模块,设置为在所述图形用户界面提供第二触摸操控区域,将所述图形用户界面上所述游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变;
第一检测模块,设置为检测到位于所述第二触摸操控区域的所述第二触摸操作,根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野;
第二检测模块,设置为检测到所述第二触摸操作的结束,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。
根据本公开的一个方面,提供一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述任意一项所述的游戏画面的显示控制方法。
根据本公开的一个方面,提供一种电子设备,包括:
处理器;以及
存储器,设置为存储所述处理器的可执行指令;
其中,所述处理器配置为经由执行所述可执行指令来执行上述任意一项所述的游戏画面的显示控制方法。
本公开一种示例性实施例提供的一种游戏画面的显示控制方法中,在所述图形用户界面提供第一触摸操控区域,并根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中控制所述虚拟角色进行位移和/或旋转;在所述图形用户界面提供第二触摸操控区域并在检测到位于所述第二触摸操控区域的所述第二触摸操作时,改变所述图形用户界面上所述游戏场景画面的呈现视野。在检测到所述第二触摸操作结束时,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。一方面,通过在图形用户界面中提供第一触摸操控区域并根据检测到的发生在该第一触摸操控区域的第一触摸操作,即可根据第一触摸操控区域接收到的第一触摸操作在游戏场景画面中进行位移和/或旋转;另一方面,通过在图形用户界面中提供第二触摸操控区域并根据检测到的发生在第二触摸操控区域的第二触摸操作,即可根据所述第二触摸操控区域接收到的第二触摸操作改变图形用户界面上游戏场景的呈现视野,当第二触摸操作结束时,图形用户界面上游戏场景的呈现视野恢复至原先的状态。用户在第二触摸操控区域的第二触摸操作可以改变图形用户界面上游戏场景的呈现视野,并且当第二触摸操作结束时恢复至第二触摸操作前的状态,给用户提供了一种方便、快捷的呈现视野调整的方式,满足了用户的需求,提高了用户体验。
附图说明
通过参照附图来详细描述其示例性实施例,本公开的上述和其它特征及优点将变得更加明显。显而易见地,下面描述中的附图仅仅是本公开的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。在附图中:
图1为本公开一种游戏画面的显示控制方法的流程图;
图2为本公开一示例性实施例提供的游戏场景的剖面图;
图3为本公开一示例性实施例根据滑动操作改变呈现视野的示意图;
图4为本公开一种游戏画面的显示控制装置的框图
图5为本公开示一示例性实施例中的电子设备的模块示意图。
具体实施方式
现在将参考附图更全面地描述示例实施例。然而,示例实施例能够以多种形式实施,且不应被理解为限于在此阐述的实施例;相反,提供这些实施例使得本公开将全面和完整,并将示例实施例的构思全面地传达给本领域的技术人员。所描述的特征、结构或特性可以以任何合适的方式结合在一个或更多实施例中。在下面的描述中,提供许多具体细节从而给出对本公开的实施例的充分理解。然而,本领域技术人员将意识到,可以实践本公开的技术方案而没有所述特定细节中的一个或更多,或者可以采用其它的方法、组元、材料、装置、步骤等。在其它情况下,不详细示出或描述公知技术方案以避免模糊本公开的各方面。
此外,附图仅为本公开的示意性图解,并非一定是按照比例绘制。图中相同的附图标记标识相同或相似的部分,因而将省略对它们的重复描述。
本示例性实施例中首先公开了一种游戏画面的显示控制方法,所述游戏画面包括通过在移动终端的处理器上执行软件应用并在所述移动终端的显示器上渲染得到的图形用户界面,所述图形用户界面所呈现的内容包含游戏场景画面并至少部分地包含一虚拟角色,参照图1所示,该游戏画面的显示控制方法可以包括以下步骤:
步骤S110.在所述图形用户界面提供第一触摸操控区域,将所述虚拟角色配置为根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中进行位移和/或旋转;
步骤S120.在所述图形用户界面提供第二触摸操控区域,将所述图形用户界面上所述游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变;
步骤S130.检测到位于所述第二触摸操控区域的所述第二触摸操作,根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野;
步骤S140.检测到所述第二触摸操作的结束,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。
通过本示例性实施例中的游戏画面的显示控制方法,一方面,通过在图形用户界面中提供第一触摸操控区域并根据检测到的发生在该第二触摸操控区域的第一触摸操作,即可根据第一触摸操控区域接收到的第一触摸操作在游戏场景画面中进行位移和/或旋转;另一方面,通过在图形用户界面中提供第二触摸操控区域并根据检测到的发生在第二触摸操控区域的第二触摸操作,即可根据所述第二触摸操控区域接收到的第二触摸操作改变图形用户界面上游戏场景的呈现视野,当第二触摸操作结束时,图形用户界面上游戏场景的呈现视野恢复至原先的状态。用户在第二触摸操控区域的第二触摸操作可以改变图形用户界 面上游戏场景的呈现视野,并且当第二触摸操作结束时恢复至第二触摸操作前的状态。给用户提供了一种方便、快捷的呈现视野调整的方式,满足了用户的需求,提高了用户体验。
下面,将对本示例性实施例中游戏画面显示控制方法的各步骤进一步说明。
在步骤S110中,在所述图形用户界面提供第一触摸操控区域,将所述虚拟角色配置为根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中进行位移和/或旋转。
所述第一触摸操控区域可以是诸如虚拟摇杆操控区域、方向控制虚拟按键区域等,本示例性实施例对此不作特殊限定。
在可选的实施例中,第一触摸操控区域是一虚拟摇杆操控区域,根据虚拟摇杆操控区域接收到的第一触摸操作控制虚拟角色在游戏场景中进行位移和/或旋转。
在可选的实施方式中,第一触摸操控区域是一虚拟十字键区域/虚拟方向键(D-PAD)区域,根据虚拟十字键区域接收到的第一触摸操作控制虚拟角色在游戏场景中进行位移和/或旋转。
在可选的实施方式中,第一触摸操控区域是一具有视觉指示的触摸操控区域,比如,具有边界框的一触摸操控区域,或者填充有颜色的一触摸操控区域,或者,具有预定透明度的一触摸操控区域,或者其它能够在视觉上指示第一触摸操控区域范围的操控区域,根据该触摸操控区域接收到的滑动、点击等触摸操作控制虚拟角色在游戏场景中进行位移和/或旋转。具有视觉指示的触摸操控区域能够让用户快速定位到该触摸操控区域,能够降低游戏新手的操作难度。
在可选的实施方式中,第一触摸操控区域是图形用户界面中一不具有视觉指示的触摸操控区域。不具有视觉指示的触摸操控区域不会遮盖或影响游戏画面,提供更好的画面效果,并能够节省屏幕空间,适用于游戏高手的操作。
虚拟角色在游戏场景中进行位移是指虚拟角色在游戏场景中的位置发生改变;虚拟角色在游戏场景中进行旋转是指虚拟角色在游戏场景中的朝向发生改变。
通过在图形用户界面中提供第一触摸操控区域并根据检测到的发生在该第一触摸操控区域的第一触摸操作,即可根据第一触摸操控区域接收到的第一触摸操作在游戏场景画面中进行位移和/或旋转。
在步骤S120中,在所述图形用户界面提供第二触摸操控区域,将所述图形用户界面上所述游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变。
第二触摸操控区域是图形用户界面中一具有视觉指示的触摸操控区域,比如,具有边界框的一触摸操控区域,或者填充有颜色的一触摸操控区域,或者,具有预定透明度的一触摸操控区域,或者其它能够在视觉上指示第二触摸操控区域范围的操控区域。具有视觉指示的触摸操控区域能够让用户快速定位到该触摸操控区域,能够降低游戏新手的操作难度。
在可选的实施方式中,第二触摸操控区域是图形用户界面中一不具有视觉指示的触摸 操控区域。不具有视觉指示的触摸操控区域不会遮盖或影响游戏画面,提供更好的画面效果,并能够节省屏幕空间,适用于游戏高手的操作。
图形用户界面上游戏场景画面的呈现视野的改变包括图形用户界面上游戏场景画面的呈现范围的改变和/或图形用户界面上游戏场景画面的呈现角度的改变,且在图形用户界面上所述游戏场景画面的呈现视野根据所述第二触摸操控区域接收到的第二触摸操作发生改变时,虚拟角色的朝向和准星的位置不发生改变。
下面结合一个例子对图形用户界面上游戏场景画面的呈现视野的改变进行说明。
图2示出了一个游戏场景的剖面图,处于如图2所示的XY坐标平面中,图中Z方向是垂直于纸面(XY平面)朝外的方向,其中,1是游戏场景,2是虚拟摄像机,3是游戏场景中的山坡。虚拟摄像机2设置在A点处,拍摄方向线OA的角度为θ,O点是经过A点的拍摄方向线与游戏场景1的交点。移动终端的显示器上渲染得到游戏场景内容相当于虚拟摄像机2拍摄到的场景内容,范围从B点处到C点处。
当虚拟摄像机2沿着拍摄方向线AO向游戏场景1推进时,图形用户界面上游戏场景画面的呈现范围会变小,呈现角度不变;反之,呈现范围会变大,呈现角度不变;
当游戏场景较小时,比如游戏场景范围仅限于从E点到F点处,在一定的拍摄角度范围内,虚拟摄像机2都能够拍摄到游戏场景的全部范围。在这种情况下,保持虚拟摄像机2的位置A点不变,在一定范围内改变拍摄角度θ,图形用户界面上游戏场景画面的呈现角度会发生变化,呈现范围不变。
在可选的实施方式中,检测到位于所述图形用户界面的预设触摸操作,在所述图形用户界面上提供第二触摸操控区域。
比如,检测到位于图形用户界面的重按、长按、双击等预设触摸操作时,在图形用户界面提供第二触摸操控区域,将所述图形用户界面上游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变。这样,用户可以根据需求调出第二触摸操控区域,避免误操作,还能节省屏幕空间。
在可选的实施方式中,在游戏软件应用的设置中提供选项供用户选择,根据该设置选项的内容来判断是否在图形用户界面开启提供第二触摸操控区域的功能。
在可选的实施方式中,上述步骤S120可以在步骤S110之前执行。即,上述步骤S110与步骤S120并不存在先后顺序的限定。
在步骤S130中,检测到位于所述第二触摸操控区域的所述第二触摸操作,根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野。
所述第二触摸操作是触摸滑动操作,根据所述触摸滑动操作的滑动轨迹改变所述图形用户界面上所述游戏场景画面的呈现视野,图形用户界面上游戏场景画面的呈现视野的调整方向与滑动方向相同,且在游戏场景画面的呈现视野发生改变时,虚拟角色的朝向和准星的位置不发生改变。
如图2和图3中所示,当第二触摸操控区域接收到向右方向的触摸滑动操作时,图形用户界面上游戏场景画面的呈现视野发改变,相当于虚拟摄像机2向Z轴负方向转动。转 动的角度根据滑动的距离确定,滑动距离越大,转动角度越大。
如图3所示,用户控制的虚拟角色6为一辆坦克,坦克朝向以及武器准星7均指向参照物8(比如、山)。用户可以通过位于图形用户界面左侧的第一触摸操控区域4(比如、拟摇杆区域)控制坦克的位移和/或旋转。通过位于图形用户界面右侧的第二触摸操控区域5(比如,图3中右侧具有边界框的区域)调整游戏场景画面的呈现视野。当手指在第二触摸操控区域5左右滑动时,游戏场景画面呈现视野相应的左右调整,且在呈现视野相应的左右调整时,虚拟角色6坦克的朝向以及武器准星7均指向参照物8。
当接收到向右下方向的滑动触摸滑动操作时,图形用户界面上游戏场景画面的呈现视野发改变,相当于图2中的虚拟摄像机2向Z轴负方向转动,并向Y负方向转动。
同样的,接收到其它方向的触摸滑动操作相应地改变呈现视野。
在可选的实施方式中,图形用户界面上游戏场景画面的呈现视野的调整方向与滑动方向相反。
例如,如图3所示,用户控制的虚拟角色为一辆坦克,坦克朝向以及武器准星均指向山。用户可以通过位于图形用户界面左侧的第一触摸操控区域(比如,虚拟摇杆区域)控制坦克的位移和/或旋转,通过位于图形用户界面右侧的第二触摸操控区域(图3中右侧具有边界框的区域)调整游戏画面的呈现视野。当手指在第二触摸操控区域向右滑动时,游戏场景画面的呈现视野相应的向左调整,相当于图2中的虚拟摄像机2向Z轴正方向转动。
在可选的实施方式中,根据触摸滑动操作的滑动轨迹改变所述图形用户界面上游戏场景画面的呈现视野,相当于改变虚拟摄像机的位置A,并改变虚拟摄像机2的拍摄方向。
比如,在检测到触摸滑动操作的起始操作时,将所述游戏场景中虚拟摄像机2的位置变更为一预设位置并根据所述触摸滑动操作的滑动轨迹改变所述虚拟摄像机的方向,即根据触摸滑动操作的滑动轨迹改变改变图形用户界面上游戏场景画面的呈现视野的方向。比如,在检测到触摸滑动操作的起始操作时,将所述第一人称视角游戏画面切换至第三人称视角游戏画面,此时,相当于改变了虚拟摄像机2的位置,并根据所述触摸滑动操作的滑动轨迹改变所述图形用户界面上所述游戏场景画面的呈现视野的方向。
第二触摸操作是触摸滑动操作,根据触摸滑动操作的滑动轨迹改变虚拟摄像机的位置,以改变图形用户界面上游戏场景画面的呈现视野。
比如,在图2-3中,当手指在第二触摸操控区域5左右滑动时,游戏画面呈现视野相应的左右调整,相当于图2中的虚拟摄像机2沿Z轴相应移动;当手指在第二触摸操控区域5上下滑动时,游戏画面呈现视野相应的上下调整,相当于图2中的虚拟摄像机2沿Y轴相应移动。
在可选的实施方式中,第二触摸操作是触摸点击操作,根据第二触摸操控区域中一预设点的位置与触摸点击操作的点击的位置改变所述图形用户界面上游戏场景画面的呈现视野。
比如,预设点是第二触摸操控区域的中心点,触摸点击操作的点击的位置在中心点的 右边,调整呈现视野向右转。同样的,接收到其它方位的触摸点击操作相应的改变呈现视野。
比如,预设点是第二触摸操控区域的中心点,触摸点击操作的点击的位置在中心点的右边,控制虚拟摄像机的位置向右移动。同样的,接收到其它方位的触摸点击操作相应的改变呈现视野。
在可选的实施方式中,第二触摸操作是触摸点击操作,根据所述第二触摸操控区域中一预设线条的位置与所述触摸点击操作的点击的位置改变所述图形用户界面上游戏场景画面的呈现视野。比如,预设线条是第二触摸操控区域水平方向的中心线,触摸点击操作的点击的位置在中心线的右边,调整呈现视野向右转,触摸点击操作的点击的位置在中心线的左边,调整呈现视野向左转。再比如,预设线条是第二触摸操控区域垂直方向的中心线,触摸点击操作的点击的位置在中心线的上边,调整呈现视野向上转,触摸点击操作的点击的位置在中心线的下边,调整呈现视野向下转。
比如,预设线条是第二触摸操控区域水平方向的中心线,触摸点击操作的点击的位置在中心线的右边,控制虚拟摄像机的位置向右移动,触摸点击操作的点击的位置在中心线的左边,控制虚拟摄像机的位置向左移动。比如,预设线条是第二触摸操控区域垂直方向的中心线,触摸点击操作的点击的位置在中心线的上边,控制虚拟摄像机的位置向上移动,触摸点击操作的点击的位置在中心线的下边,控制虚拟摄像机的位置向下移动。
在步骤S140中,检测到所述第二触摸操作的结束,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。
所述第二触摸操作的结束是指手指或其它触控物离开触控屏幕。
例如,在第二触摸操作是触摸滑动操作时,用户抬起手指即可将当前的呈现视野恢复至触摸滑动操作前的状态。
游戏用户可以通过滑动触摸操作来改变图形用户界面上游戏场景画面的呈现视野方向,并且不改变虚拟角色的朝向和武器准星的方向,触摸滑动操作结束后,终端上呈现的游戏画面能够迅速地恢复。提供了一种方便、快捷的视野调整方式。
需要说明的是,本公开的呈现视野恢复至第二触摸操作前的状态包括:控制所述图形用户界面上游戏场景画面的呈现视野恢复至所述第二触摸操作前的呈现视野;或者,控制所述图形用户界面上游戏场景画面的呈现视野恢复至根据所述第二触摸操作前的呈现视野计算逻辑计算呈现视野。
控制所述图形用户界面上游戏场景画面的呈现视野恢复至所述第二触摸操作前的呈现视野,即,将呈现的视野范围绝对地恢复至第二触摸操作前的状态:游戏画面的虚拟摄像机的绝对位置和绝对角度/方向均恢复至第二触摸操作前的状态,例如,在第二触摸操作前,虚拟摄像机2的位置为游戏场景绝对坐标中的A点,摄像方向为方向向量AO;将呈现的视野范围绝对地恢复至第二触摸操作前的状态基于A点和方向AO进行绝对恢复,即,基于所述第二触摸操作前虚拟摄像机在所述游戏场景绝对坐标中的位置以及绝对坐标中的拍摄方向,控制所述图形用户界面上游戏场景画面的呈现视野。
控制所述图形用户界面上游戏场景画面的呈现视野恢复至根据所述第二触摸操作前的呈现视野计算逻辑计算呈现视野,即,将视野恢复至第二触摸操作前的控制状态,例如:在第二触摸操作前,游戏是按照预定的计算逻辑计算视野的,(例如:虚拟摄像机被设置在虚拟角色的头部,朝向跟随虚拟角色的转动而转动),在这样的情况下,本公开的视野恢复至第二触摸操作前的状态也可以是恢复采用第二触摸操作前的计算逻辑以计算视野;例如,在第二触摸操作前,虚拟摄像机2的位置为与虚拟角色相关联的相对坐标中的A点(比如,在虚拟角色后方距离为W、高度为H的点),摄像方向为方向向量AO,其与虚拟角色的朝向和/或武器准星方向相关联(比如,方向向量AO在水平方向上的投影与虚拟角色在水平方向上的朝向相同),恢复时,虚拟摄像机2的位置仍然位于虚拟角色后方距离为W、高度为H的点,虚拟摄像机2的摄像方向与虚拟角色的朝向和/或武器准星方向相关联,即,基于当前所述虚拟角色在所述游戏场景绝对坐标中的位置、当前所述虚拟角色的朝向和/或所述虚拟角色的武器准星方向、所述第二触摸操作前虚拟摄像机在所述游戏场景中相对于所述虚拟角色的位置关系、所述第二触摸操作前虚拟角色的朝向和/或所述虚拟角色的武器准星方向与虚拟摄像机拍摄方向的关联关系,控制所述图形用户界面上游戏场景画面的呈现视野。
本公开请求保护的范围至少应当包括上述两种情况。
在可选的实施方式中,在通过第二触摸操控区域改变游戏场景画面的呈现视野时,可以通过第一触摸操控区域来改变虚拟角色的位移和/或旋转。即,能够在通过在第二触摸操控区域中的触摸操控改变呈现视野观察敌情的同时可以通过第一触摸操控区域的第一触摸操作改变虚拟角色的朝向和/或武器准星方向,实现快速观察与协同操作。
在可选的实施方式中,检测到第二触摸操作的结束并且预定时长内第二触摸操控区域未接收到触摸操作,控制图形用户界面上游戏场景画面的呈现视野恢复至第二触摸操作前的状态。
通过在图形用户界面中提供第二触摸操控区域并根据检测到的发生在第二触摸操控区域的第二触摸操作,即可根据所述第二触摸操控区域接收到的第二触摸操作改变图形用户界面上游戏场景的呈现视野,当第二触摸操作结束时,图形用户界面上游戏场景的呈现视野恢复至原先的状态。用户在第二触摸操控区域的第二触摸操作可以改变图形用户界面上游戏场景的呈现视野,并且当第二触摸操作结束时恢复至第二触摸操作前的状态。给用户提供了一种方便、快捷的呈现视野调整的方式,满足了用户的需求,提高了用户体验。需要注意的是,上述附图仅是根据本公开示例性实施例的方法所包括的处理的示意性说明,而不是限制目的。易于理解,上述附图所示的处理并不表明或限制这些处理的时间顺序。另外,也易于理解,这些处理可以是例如在多个模块中同步或异步执行的。
本示例性实施例中还公开了一种游戏画面的显示控制装置,参照图4所示,所述游戏画面包括通过在移动终端的处理器上执行软件应用并在所述移动终端的显示器上渲染得到的图形用户界面,所述图形用户界面所呈现的内容包含游戏场景画面并至少部分地包含一虚拟角色,该游戏画面的显示控制装置100可以包括:第一提供模块101、第二提供 模块102、第一检测模块103、第二检测模块104。其中:
第一提供模块101可以设置为在所述图形用户界面提供第一触摸操控区域,将所述虚拟角色配置为根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中进行位移和/或旋转;
第二提供模块102可以设置为在所述图形用户界面提供第二触摸操控区域,将所述图形用户界面上所述游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变;
第一检测模块103可以设置为检测到位于所述第二触摸操控区域的所述第二触摸操作,根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野;
第二检测模块104可以设置为检测到所述第二触摸操作的结束,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。
上述中各游戏画面的显示控制装置模块的具体细节已经在对应的游戏画面的显示控制方法中进行了详细的描述,因此此处不再赘述。
应当注意,尽管在上文详细描述中提及了用于动作执行的设备的若干模块或者单元,但是这种划分并非强制性的。实际上,根据本公开的实施方式,上文描述的两个或更多模块或者单元的特征和功能可以在一个模块或者单元中具体化。反之,上文描述的一个模块或者单元的特征和功能可以进一步划分为由多个模块或者单元来具体化。
在本公开的示例性实施例中,还提供了一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现上述的游戏画面的显示控制方法。
计算机可读存储介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读存储介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。
计算机可读存储介质中包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、射频等等,或者上述的任意合适的组合。
在本公开的示例性实施例中,还提出了一种电子设备,如图5所示,该电子设备200包括:处理组件201,一个或多个处理器,以及由存储器202所代表的存储器资源,用于存储可由处理组件201执行的指令,例如应用程序。存储器202中存储的应用程序可以包括一个或一个以上的每一个对应于一组指令的模块。此外,处理组件201被配置为执行指令,以执行上述的游戏画面的显示控制方法。
该电子设备200还可以包括:一个电源组件,电源组件被配置成对执行电子设备200进行电源管理;一个有线或无线网络接口203,被配置成将电子设备200连接到网络;以及一个输入输出(I/O)接口204。该电子设备200可以操作基于存储在存储器的操作系统,例如Android、iOS、Windows Server TM,Mac OS X TM,Unix TM,Linux TM,FreeBSD TM或类似。
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可 以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个非易失性存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、电子设备、或者网络设备等)执行根据本公开实施方式的方法。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本公开的其它实施例。本申请旨在涵盖本公开的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本公开的一般性原理并包括本公开未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本公开的真正范围和精神由权利要求指出。
应当理解的是,本公开并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本公开的范围仅由所附的权利要求来限制。

Claims (15)

  1. 一种游戏画面的显示控制方法,所述游戏画面包括通过在移动终端的处理器上执行软件应用并在所述移动终端的显示器上渲染得到的图形用户界面,所述图形用户界面所呈现的内容包含游戏场景画面并至少部分地包含一虚拟角色,所述方法包括:
    在所述图形用户界面提供第一触摸操控区域,将所述虚拟角色配置为根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中进行位移和/或旋转;
    在所述图形用户界面提供第二触摸操控区域,将所述图形用户界面上所述游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变;
    检测到位于所述第二触摸操控区域的所述第二触摸操作,根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野;
    检测到所述第二触摸操作的结束,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。
  2. 根据权利要求1所述的游戏画面的显示控制方法,其中,所述第一触摸操控区域为虚拟摇杆操控区域。
  3. 根据权利要求1所述的游戏画面的显示控制方法,其中,所述第二触摸操作为触摸滑动操作。
  4. 根据权利要求3所述的游戏画面的显示控制方法,其中,所述根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野包括:
    根据所述触摸滑动操作的滑动轨迹改变所述图形用户界面上所述游戏场景画面的呈现视野。
  5. 根据权利要求3所述的游戏画面的显示控制方法,其中,所述根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野包括:
    将所述游戏场景中虚拟摄像机的位置变更为一预设位置;
    根据所述触摸滑动操作的滑动轨迹改变所述虚拟摄像机的方向。
  6. 根据权利要求3所述的游戏画面的显示控制方法,其中,所述游戏画面为第一人称视角游戏画面,所述根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野包括:
    将所述第一人称视角游戏画面切换至第三人称视角游戏画面,根据所述触摸滑动操作的滑动轨迹改变所述图形用户界面上所述游戏场景画面的呈现视野的方向。
  7. 根据权利要求1所述的游戏画面的显示控制方法,其中,所述第二触摸操作为触摸点击操作。
  8. 根据权利要求7所述的游戏画面的显示控制方法,其中,所述根据所述第二触摸操作改变所述图形用户界面上游戏场景画面的呈现视野包括:
    根据所述第二触摸操控区域中一预设点的位置与所述触摸点击操作的点击的位置改变所述图形用户界面上游戏场景画面的呈现视野。
  9. 根据权利要求7所述的游戏画面的显示控制方法,其中,所述根据所述第二触摸操作改变所述图形用户界面上游戏场景画面的呈现视野包括:
    根据所述第二触摸操控区域中一预设线条线的位置与所述触摸点击操作的点击的位置改变所述图形用户界面上游戏场景画面的呈现视野。
  10. 根据权利要求1-6中任一项所述的游戏画面的显示控制方法,其中,所述在所述图形用户界面提供第二触摸操控区域包括:
    检测到位于所述图形用户界面的预设触摸操作,在所述图形用户界面上呈现一第二触摸操控区域。
  11. 根据权利要求7所述的游戏画面的显示控制方法,其中,所述预设触摸操作包括以下任意一种:重按、长按、双击。
  12. 根据权利要求1所述的游戏画面的显示控制方法,其中,所述控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态包括:
    控制所述图形用户界面上游戏场景画面的呈现视野恢复至所述第二触摸操作前的呈现视野;或者,
    控制所述图形用户界面上游戏场景画面的呈现视野恢复至根据所述第二触摸操作前的呈现视野计算逻辑计算呈现视野。
  13. 一种游戏画面的显示控制装置,所述游戏画面包括通过在移动终端的处理器上执行软件应用并在所述移动终端的显示器上渲染得到的图形用户界面,所述图形用户界面所呈现的内容包含游戏场景画面并至少部分地包含一虚拟角色,所述装置包括:
    第一提供模块,设置为在所述图形用户界面提供第一触摸操控区域,将所述虚拟角色配置为根据所述第一触摸操控区域接收到的第一触摸操作在所述游戏场景画面中进行位移和/或旋转;
    第二提供模块,设置为在所述图形用户界面提供第二触摸操控区域,将所述图形用户界面上所述游戏场景画面的呈现视野配置为根据所述第二触摸操控区域接收到的第二触摸操作而改变;
    第一检测模块,设置为检测到位于所述第二触摸操控区域的所述第二触摸操作,根据所述第二触摸操作改变所述图形用户界面上所述游戏场景画面的呈现视野;
    第二检测模块,设置为检测到所述第二触摸操作的结束,控制所述图形用户界面上所述游戏场景画面的呈现视野恢复至所述第二触摸操作前的状态。
  14. 一种计算机可读存储介质,其上存储有计算机程序,所述计算机程序被处理器执行时实现权利要求1~12中任意一项所述的游戏画面的显示控制方法。
  15. 一种电子设备,包括:
    处理器;以及
    存储器,设置为存储所述处理器的可执行指令;
    其中,所述处理器配置为经由执行所述可执行指令来执行权利要求1~12中任意一项 所述的游戏画面的显示控制方法。
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