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 PDFInfo
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- 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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- touch
- user interface
- graphical user
- game
- screen
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input 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
- A63F13/2145—Input 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing 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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
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- G06F3/0487—Interaction 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
- G06F3/0488—Interaction 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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- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction 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
- G06F3/0488—Interaction 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
- G06F3/04883—Interaction 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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- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction 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
- G06F3/0488—Interaction 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
- G06F3/04886—Interaction 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1068—Features 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
- A63F2300/1075—Features 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods 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
Description
Claims (15)
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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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JP6955557B2 (ja) | 2021-10-27 |
CN108905212A (zh) | 2018-11-30 |
CN106975219A (zh) | 2017-07-25 |
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US20190299091A1 (en) | 2019-10-03 |
JP2020504851A (ja) | 2020-02-13 |
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