WO2019057091A1 - 游戏客户端的控制方法、装置、存储介质和电子装置 - Google Patents

游戏客户端的控制方法、装置、存储介质和电子装置 Download PDF

Info

Publication number
WO2019057091A1
WO2019057091A1 PCT/CN2018/106529 CN2018106529W WO2019057091A1 WO 2019057091 A1 WO2019057091 A1 WO 2019057091A1 CN 2018106529 W CN2018106529 W CN 2018106529W WO 2019057091 A1 WO2019057091 A1 WO 2019057091A1
Authority
WO
WIPO (PCT)
Prior art keywords
game screen
game
orientation data
perspective
data
Prior art date
Application number
PCT/CN2018/106529
Other languages
English (en)
French (fr)
Inventor
田天豪
Original Assignee
腾讯科技(深圳)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 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2019057091A1 publication Critical patent/WO2019057091A1/zh
Priority to US16/572,716 priority Critical patent/US11007426B2/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing 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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1626Constructional details or arrangements for portable computers with a single-body enclosure integrating a flat display, e.g. Personal Digital Assistants [PDAs]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F1/00Details not covered by groups G06F3/00 - G06F13/00 and G06F21/00
    • G06F1/16Constructional details or arrangements
    • G06F1/1613Constructional details or arrangements for portable computers
    • G06F1/1633Constructional details or arrangements of portable computers not specific to the type of enclosures covered by groups G06F1/1615 - G06F1/1626
    • G06F1/1684Constructional details or arrangements related to integrated I/O peripherals not covered by groups G06F1/1635 - G06F1/1675
    • G06F1/1694Constructional details or arrangements related to integrated I/O peripherals not covered by groups G06F1/1635 - G06F1/1675 the I/O peripheral being a single or a set of motion sensors for pointer control or gesture input obtained by sensing movements of the portable computer
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction 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
    • G06F3/04815Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G5/00Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
    • G09G5/36Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of a graphic pattern, e.g. using an all-points-addressable [APA] memory
    • G09G5/38Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of a graphic pattern, e.g. using an all-points-addressable [APA] memory with means for controlling the display position
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/105Features 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 using inertial sensors, e.g. accelerometers, gyroscopes
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • G06F3/04847Interaction techniques to control parameter settings, e.g. interaction with sliders or dials
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2340/00Aspects of display data processing
    • G09G2340/04Changes in size, position or resolution of an image
    • G09G2340/0464Positioning
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2340/00Aspects of display data processing
    • G09G2340/04Changes in size, position or resolution of an image
    • G09G2340/0492Change of orientation of the displayed image, e.g. upside-down, mirrored
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2354/00Aspects of interface with display user

Definitions

  • the present application relates to the field of games, and in particular to a method, device, storage medium and electronic device for controlling a game client.
  • the game client can move the game screen through the operation of the user, thereby displaying game screens of different viewing angles to adapt to the user's operation.
  • the game screen can be moved by moving the mouse to display some or all of the game screens that did not appear in the original game interface.
  • the user can move the game screen by sliding the hand on the screen.
  • the user When the game screen is moved by the operation of the mouse, or by the sliding operation of the hand on the screen, the user needs to move the operation through the hand, and the timeliness of the control of the game client cannot be guaranteed, thereby enabling the game client to control.
  • the efficiency is low.
  • other interface buttons on the screen cannot be operated, and thus the timeliness of the game client control cannot be guaranteed, and the game client needs to change from one view of the game screen to another. After that, the operation of the game client is implemented through the interface button on the game screen of the current perspective, thereby resulting in low efficiency of the game client control and reducing the user experience.
  • the embodiment of the present application provides a method, an apparatus, a storage medium, and an electronic device for controlling a game client, so as to at least solve the technical problem of low efficiency of game client control in the related art.
  • a method of controlling a game client includes: acquiring, during the running of the game client, the first orientation data detected by the target detection device, wherein the game client is installed in the mobile terminal, and the target detection device is set in the mobile terminal, and the game client is in the game.
  • a control device for a game client includes: a first acquiring unit configured to acquire first orientation data detected by the target detecting device during operation of the game client, wherein the game client is installed in the mobile terminal, and the target detecting device is set in In the mobile terminal, the game screen of the game client is in the first perspective under the first orientation data, the first orientation data is used to indicate the first orientation in which the mobile terminal is located; and the second acquisition unit is configured to swing in the mobile terminal.
  • the second orientation data detected by the target detection device is obtained, wherein the second orientation data is used to indicate a second orientation in which the mobile terminal is located, and the second orientation is different from the first orientation; the control unit is set to be in the first When the relative orientation data between the two orientation data and the first orientation data meets the target condition, the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective, wherein the second perspective Different from the first perspective.
  • the game screen of the game client in the process of running the game client, is in the first perspective under the first orientation data; and acquiring the target detection device Detecting the second orientation data, the second orientation data is used to indicate the second orientation in which the mobile terminal is located; and the game orientation client is in the case that the relative orientation data between the second orientation data and the first orientation data meets the target condition
  • the game screen displayed at the end is switched from the game screen of the first perspective to the game screen of the second perspective.
  • the orientation data of the mobile terminal during the swinging process is detected by the target detecting device, when the change of the orientation data satisfies certain conditions, the change of the game screen is controlled, and unnecessary manual sliding operation is avoided, thereby realizing the improvement of the game.
  • the technical effect of the control efficiency of the client further solves the technical problem of low efficiency of the game client control in the related art.
  • FIG. 1 is a schematic diagram of a hardware environment in accordance with an embodiment of the present application.
  • FIG. 2 is a flowchart of a method for controlling a game client according to an embodiment of the present application
  • FIG. 3 is a flowchart of another method for controlling a game client according to an embodiment of the present application.
  • FIG. 4 is a flowchart of another method for controlling a game client according to an embodiment of the present application.
  • FIG. 6 is a flowchart of a method of switching a game screen displayed by a game client from a game screen of a first perspective to a game screen of a second perspective, according to an embodiment of the present application;
  • FIG. 7 is a flowchart of another method for controlling a game client according to an embodiment of the present application.
  • FIG. 8 is a flowchart of another method for controlling a game client according to an embodiment of the present application.
  • FIG. 9 is a flowchart of another method for controlling a game client according to an embodiment of the present application.
  • FIG. 10 is a flowchart of a method for acquiring first orientation data detected by a target detecting device according to an embodiment of the present application.
  • FIG. 11 is a schematic diagram of a gyroscope flip angle according to an embodiment of the present application.
  • FIG. 12 is a flowchart of another method for controlling a game client according to an embodiment of the present application.
  • FIG. 13 is a schematic diagram of a coordinate system of a mobile terminal according to an embodiment of the present application.
  • 16 is a schematic diagram of a game screen display of another game client according to an embodiment of the present application.
  • 17 is a schematic diagram of a game screen display of another game client according to an embodiment of the present application.
  • FIG. 18 is a schematic diagram of a reset button of a game client according to an embodiment of the present application.
  • FIG. 19 is a schematic diagram of a control device of a game client according to an embodiment of the present application.
  • FIG. 20 is a structural block diagram of an electronic device according to an embodiment of the present application.
  • an embodiment of a method of controlling a game client is provided.
  • FIG. 1 is a schematic diagram of a hardware environment in accordance with an embodiment of the present application.
  • the server 102 is connected to the terminal 104 through a network.
  • the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
  • the terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like.
  • the control method of the game client in the embodiment of the present application may be executed by the server 102, may be executed by the terminal 104, or may be jointly executed by the server 102 and the terminal 104.
  • the method for controlling the game client of the terminal 104 to be executed by the terminal 104 may also be performed by a client installed thereon.
  • Step S202 in the process of running the game client, acquiring the first orientation data detected by the target detecting device.
  • the game client of this embodiment can be a multiplayer Online Battle Arena Games (MOBA) game client, which can display game screens of different viewing angles through the movement of the lens, and the lens can be a camera.
  • the game client is installed in the mobile terminal, that is, the application related to the game client runs in the mobile terminal, and the mobile terminal includes but is not limited to a smart phone, a tablet, a palmtop computer, a mobile internet device, a terminal such as a PAD, and the like. device.
  • the mobile terminal is provided with a target detecting device that can swing with the swing of the mobile terminal.
  • the target detecting means is arranged to detect data of the position in which the mobile terminal is located, for example, a gyroscope, that is, an angular velocity sensor, which is different from the accelerometer, and the measured physical quantity is the rotational angular velocity at the time of deflection and tilt.
  • the orientation of the mobile terminal can be determined by detecting the orientation of the target detecting device, the orientation including the position and direction of the mobile terminal, and the target detecting device can detect not only the change of the position data of the mobile terminal but also the movement.
  • the change of the direction data of the terminal optionally, the target detecting device may also be a gravity sensor. In the case where the orientation in which the mobile terminal is located changes, the game screen also changes.
  • the game screen of the game client is in the first perspective under the first orientation data, that is, the game screen of the game client is in the first
  • the first orientation is indicated by the first orientation of the one-direction data indication.
  • the first orientation includes a first direction and a first location
  • the first orientation data includes first direction data and first location data
  • the first direction data is used to indicate a first direction in which the mobile terminal is located
  • the first location The data is used to indicate the first location where the mobile terminal is located.
  • Step S204 in the process of the mobile terminal swinging, acquiring the second orientation data detected by the target detecting device.
  • the second orientation data detected by the target detection device is acquired during the swing of the mobile terminal, wherein the second orientation data is used to indicate the second orientation of the mobile terminal.
  • the second orientation is different from the first orientation.
  • the mobile terminal of this embodiment can perform a swinging behavior during the running of the game client, and the swinging behavior can be generated by deflection, tilt, or the like, such as a rotation behavior, a flipping behavior, and the like.
  • the target detecting device can detect the orientation data of the mobile terminal in real time. After the first orientation data detected by the target detection device is acquired, the second orientation data detected by the target detection device is acquired during the swing of the mobile terminal, and the second orientation data is used to indicate that the mobile terminal is located. Two directions.
  • the second orientation data of the embodiment is an orientation in which the mobile terminal stops during the swinging process.
  • the second orientation includes a second direction and a second location
  • the second orientation data includes second direction data and second location data
  • the second direction data is used to indicate a second direction in which the mobile terminal is located
  • the second location The data is used to indicate the second location where the mobile terminal is located.
  • step S206 the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective.
  • the relative orientation data may change the first orientation to the second orientation.
  • the target condition is used to trigger to switch the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective, that is, after the trigger condition is reached, The game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective.
  • the target condition may also be used to limit the switching range of the game screen displayed by the game client, that is, when the target condition is satisfied, the game screen of the game client is restricted from switching from the game screen of the first perspective to the game outside the switching range. Picture.
  • the target condition may be a condition for determining whether the relative orientation data exceeds the first threshold, or may be a condition for determining whether the relative orientation data exceeds the first threshold and is less than the second threshold, and the first threshold and the second threshold may be set. Therefore, the erroneous operation of switching the game screen is avoided by the target condition to avoid the slight swing of the mobile terminal, and the reliability of the operation is ensured.
  • the first threshold is a flipping range
  • the angle of the target detecting device flipping over the mobile terminal exceeds the flipping range
  • the game screen displayed by the game client is moved from the game screen of the first perspective
  • the flipping range may be It is 5°.
  • the virtual character in the game client wants to observe the target area, but the game screen does not display the target area, and the mobile terminal mounted with the target detecting device can be swung to switch the game screen to have The screen of the target area, so as to achieve the purpose of observing the situation of the target area, thereby avoiding unnecessary manual sliding operation and improving the control efficiency of the game client.
  • the first orientation data detected by the target detection device is acquired, and the game screen of the game client is in the first perspective under the first orientation data; the acquisition is detected by the target.
  • the second orientation data is detected by the device, the second orientation data is used to indicate the second orientation where the mobile terminal is located; and the relative orientation data between the second orientation data and the first orientation data meets the target condition, the game is played
  • the game screen displayed by the client is switched from the game screen of the first perspective to the game screen of the second perspective.
  • the orientation data of the mobile terminal during the swinging process is detected by the target detecting device, when the change of the orientation data satisfies certain conditions, the change of the game screen is controlled, and unnecessary manual sliding operation is avoided, thereby realizing the improvement of the game.
  • the technical effect of the control efficiency of the client further solves the technical problem of low efficiency of the game client control in the related art.
  • step S206 during the process of switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective, the game client receives the operation instruction and controls the game. The client performs the target operation.
  • FIG. 3 is a flowchart of another method of controlling a game client according to an embodiment of the present application. As shown in FIG. 3, the method further includes the following steps:
  • Step S301 receiving an operation instruction through the game client.
  • the operation instruction is received by the game client, wherein the operation instruction is used to instruct the game client to perform the target operation.
  • the user can operate the interface button of the game client to operate the game client through the interface button.
  • the operation command may be received by the game client, and the operation instruction corresponds to a target operation of the game client.
  • the operation instruction is a click operation instruction, and the click operation instruction is used to instruct the game client to perform an operation of releasing the skill.
  • step S302 of the present application after receiving the operation instruction, the game client is controlled to perform the target operation.
  • the game client After receiving the operation instruction through the game client, the game client is controlled to perform the target operation according to the operation instruction.
  • the operation instruction is a click operation instruction, and after receiving the operation instruction through the game client, instructing the game client to perform an operation of releasing the skill.
  • the operation instruction is a click operation instruction, and after receiving the operation instruction through the game client, the game client is controlled to perform the operation of releasing the skill.
  • the game client receives an operation instruction, and then controls the game client to execute the target according to the operation instruction.
  • the operation avoids the problem that other operations cannot be performed in the process of displaying the game screens of different viewing angles by performing a manual screen-sliding operation on the game client, thereby realizing the technical effect of improving the control efficiency of the game client.
  • FIG. 4 is a flow chart of another method of controlling a game client according to an embodiment of the present application. As shown in FIG. 4, the method further includes the following steps:
  • Step S401 acquiring rotation data for changing the first orientation data to the second orientation data.
  • the rotation data for changing the first orientation data to the second orientation data is acquired, wherein the rotation data is used to indicate the rotation of the mobile terminal from the first orientation to the second orientation.
  • Angle, relative orientation data includes rotation data.
  • Step S402 if the rotation data is greater than or equal to the first threshold, determining that the relative orientation data meets the target condition.
  • the rotation data After acquiring the rotation data for changing the first orientation data to the second orientation data, determining whether the rotation data meets the target condition, it may be determined whether the rotation data is greater than or equal to the first threshold. For example, if the rotation data is a rotation angle, and the first threshold value is a target angle, it is determined whether the rotation angle of the first orientation data change to the second orientation data is greater than or equal to the target angle, and when the rotation data is greater than or equal to the first threshold, determining The relative orientation data conforms to the target condition, thereby avoiding the misoperation of switching the game screen when the mobile terminal is slightly swung, and ensuring the reliability of the operation.
  • step S401 acquiring the rotation data for changing the first orientation data to the second orientation data comprises: acquiring the mobile terminal when the data is changed from the first orientation data to the second orientation data a first rotation data rotated by a coordinate axis, and second rotation data rotated about the second coordinate axis; and in step S402, if the rotation data is greater than or equal to the first threshold, determining that the relative orientation data meets the target condition comprises: at the first rotation The data is greater than or equal to the first threshold, and in the case where the second rotation data is greater than or equal to the first threshold, it is determined that the relative orientation data meets the target condition.
  • FIG. 5 is a flowchart of a method of acquiring rotation data for changing first orientation data to second orientation data, according to an embodiment of the present application. As shown in FIG. 5, the method further includes the following steps:
  • Step S501 Acquire, according to the first rotation data rotated by the mobile terminal about the first coordinate axis, the second rotation data rotated around the second coordinate axis when changing from the first orientation data to the second orientation data.
  • the first rotation data rotated by the mobile terminal about the first coordinate axis and the second rotation about the second coordinate axis when the data is changed from the first orientation data to the second orientation data is acquired.
  • Rotating data wherein the first rotation data is used to indicate an angle at which the mobile terminal rotates about the first coordinate axis, and the second rotation data is used to indicate an angle at which the mobile terminal rotates around the second coordinate axis.
  • the first rotation data may be a first rotation angle of the mobile terminal rotating around the first coordinate axis
  • the second rotation data may be a mobile terminal a second angle of rotation about the second coordinate axis
  • the first coordinate axis and the second coordinate axis are coordinate axes in the target coordinate system
  • the target coordinate system may be a space coordinate system
  • the first coordinate axis may be an X axis
  • the first rotation angle is Rx
  • the second coordinate axis may be For the Y axis
  • the first rotation angle is Ry.
  • Step S502 if the first rotation data is greater than or equal to the first threshold, and the second rotation data is greater than or equal to the first threshold, determining that the relative orientation data meets the target condition.
  • step S502 of the present application if the first rotation data is greater than or equal to the first threshold, and the second rotation data is greater than or equal to the first threshold, the relative orientation data is determined to meet the target condition.
  • the relative orientation data between the second orientation data and the first orientation data includes first rotation data and second rotation data. After obtaining the first rotation data rotated by the mobile terminal about the first coordinate axis and rotating the second rotation data about the second coordinate axis, determining whether the first rotation data is greater than or equal to the first threshold, and determining whether the second rotation data is greater than or equal to The first threshold. For example, it is determined whether the first rotation data is greater than or equal to 5°, and it is determined whether the second rotation data is greater than or equal to 5°. If it is determined that the first rotation data is greater than or equal to the first threshold, and it is determined that the second rotation data is greater than or equal to the first threshold, it is determined that the relative orientation data meets the target condition.
  • the embodiment acquires first rotation data that is rotated by the mobile terminal about the first coordinate axis, and second rotation data that is rotated around the second coordinate axis when the first orientation data is changed to the second orientation data, and the first rotation data is used for Instructing the angle at which the mobile terminal rotates around the first coordinate axis, the second rotation data is used to indicate an angle at which the mobile terminal rotates around the second coordinate axis; the first rotation data is greater than or equal to the first threshold value, and the second rotation data is greater than or equal to the first In the case of a threshold, determining that the relative orientation data conforms to the target condition, and then, if the relative orientation data between the second orientation data and the first orientation data meets the target condition, the game screen displayed by the game client is from the first perspective. The game screen is switched to the game screen of the second perspective, thereby achieving the technical effect of improving the control efficiency of the game client.
  • step S206 if the relative orientation data between the second orientation data and the first orientation data meets the target condition, the game screen displayed by the game client is viewed from the game screen of the first perspective.
  • Switching to the game screen of the second viewing angle includes: acquiring a first coordinate value corresponding to the first rotation data and a second coordinate value corresponding to the second rotation data; and determining that the relative orientation data meets the target condition, the first The game screen of the angle of view moves the first coordinate value in the first direction, and moves the game screen of the first angle of view in the second direction by the second coordinate value.
  • FIG. 6 is a flowchart of a method of switching a game screen displayed by a game client from a game screen of a first perspective to a game screen of a second perspective, according to an embodiment of the present application. As shown in FIG. 6, the method includes the following steps:
  • Step S601 acquiring a first coordinate value corresponding to the first rotation data and a second coordinate value corresponding to the second rotation data.
  • acquiring a first coordinate value corresponding to the first rotation data for example, acquiring a first coordinate corresponding to the first rotation angle Rx a value x, to determine a second viewing angle game image in the first direction according to the first coordinate value
  • acquire a second coordinate value corresponding to the second rotation data for example, acquire a second coordinate value corresponding to the second rotation angle Rx y, to determine the game screen of the second angle of view in the second direction.
  • the first coordinate value and the second coordinate value may be coordinate values of a coordinate system on the camera, and may be used to display game screens of different viewing angles.
  • Step S602 moving the game screen of the first angle of view in the first direction by the first coordinate value, and moving the game screen of the first angle of view to move the second coordinate value in the second direction to obtain the game screen of the second angle of view.
  • step S602 of the present application in a case where it is determined that the relative orientation data meets the target condition, the game screen of the first perspective is moved in the first direction by the first coordinate value, and the game screen of the first perspective is displayed.
  • the second coordinate value is moved in the second direction to obtain a game screen of the second angle of view.
  • moving the first viewing angle of the game screen in the first direction for example, the first
  • the game screen of the angle of view moves the coordinate value x along the x-axis direction.
  • the game picture of the first view is also moved in the second direction by a second coordinate value, for example, the game picture of the first view is moved along the y-axis direction by the coordinate value y.
  • the first coordinate value corresponding to the first rotation data and the second coordinate value corresponding to the second rotation data are acquired. And determining, in the case that the relative orientation data meets the target condition, moving the game screen of the first perspective in the first direction and moving the second coordinate value in the second direction in the second direction, In order to obtain the game screen of the second viewing angle, the purpose of switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective is realized, and the technical effect of improving the control efficiency of the game client is realized.
  • step S206 if the relative orientation data between the second orientation data and the first orientation data meets the target condition, the game screen displayed by the game client is viewed from the game screen of the first perspective.
  • Switching to the game screen of the second viewing angle includes moving the game screen of the first viewing angle by a target moving distance corresponding to the first threshold to obtain a game screen of the second viewing angle.
  • the distance of the game screen of the first view when moving may be determined according to the first threshold.
  • the first threshold corresponds to the target distance, and if the relative orientation data between the second orientation data and the first orientation data meets the target condition, for example, if the rotation data is greater than or equal to the first threshold, The relative orientation data conforms to the target condition, and when the game screen of the first perspective is moved by the target moving distance corresponding to the first threshold, thereby obtaining the game screen of the second perspective, the technical effect of improving the control efficiency of the game client is achieved.
  • step S502 if the rotation data is greater than or equal to the first threshold, determining that the relative orientation data meets the target condition comprises: if the rotation data is greater than or equal to the first threshold and less than the second threshold , to determine the relative orientation data meets the target conditions.
  • the embodiment determines whether the rotation data is smaller than the second threshold, in addition to determining whether the rotation data is greater than or equal to the first threshold.
  • the second threshold may be a target angle, determining whether the rotation data that changes the first orientation data to the second orientation data is less than a second threshold, and determining the relative orientation if the rotation data is greater than or equal to the first threshold and less than the second threshold.
  • step S206 before the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective, receiving, for adjusting the first threshold to the third threshold The first adjustment parameter is determined.
  • step S502 if the rotation data is greater than or equal to the first threshold, determining that the relative orientation data meets the target condition comprises: determining that the relative orientation data meets the target condition if the rotation data is greater than or equal to the third threshold.
  • FIG. 7 is a flowchart of another method of controlling a game client according to an embodiment of the present application. As shown in FIG. 7, the method includes the following steps:
  • Step S701 Receive a first adjustment parameter, where the first adjustment parameter is used to adjust the first threshold to a third threshold.
  • the first adjustment parameter is received, where the first adjustment parameter is used to adjust the first threshold to the third threshold.
  • the threshold for determining whether the relative orientation data between the second orientation data and the first orientation data meets the target condition may be a default threshold, or may be adjusted.
  • the target interface of the game client is used to set a parameter for switching the game screen, and the first adjustment parameter is received through the target interface of the game client, and the first threshold is adjusted to a third threshold by the first adjustment parameter.
  • the target interface of the game client displays a range in which the threshold can be adjusted, and the target icon and the text information may indicate a range that the threshold can be adjusted, for example, whether the threshold is a small setting or a large setting by a circular icon, thereby Adapt to the operating habits of different users and improve the user experience.
  • the function of the game client for setting the parameters of the game screen switching is off by default, and the parameters for the game screen switching can be set after the function is turned on.
  • Step S702 if the rotation data is greater than or equal to the third threshold, determining that the relative orientation data meets the target condition.
  • step S702 of the present application in a case where the rotation data is greater than or equal to the third threshold, it is determined that the relative orientation data meets the target condition.
  • the first threshold is adjusted to the third threshold by the first adjustment parameter, it is determined whether the rotation data is greater than or equal to the third threshold. If it is determined that the rotation data is greater than or equal to the third threshold, it is determined that the relative orientation data meets the target condition.
  • the first threshold is adjusted to a third threshold by the first adjustment parameter, and the rotation data is greater than or equal to In the case of three thresholds, it is determined that the relative orientation data conforms to the target condition, and the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective, thereby realizing the technology for improving the control efficiency of the game client. effect.
  • the method before the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective, the method further includes: receiving the The first viewing angle is changed to the changing speed of the second viewing angle to obtain a second adjustment parameter of the target changing speed; and in step S206, the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective
  • the method includes: controlling a game screen of the game client to change from the first perspective to the second perspective according to the target change speed.
  • FIG. 8 is a flowchart of another method of controlling a game client according to an embodiment of the present application. As shown in FIG. 8, the method includes the following steps:
  • Step S801 receiving a second adjustment parameter.
  • the second adjustment parameter is received, wherein the second adjustment parameter is used to adjust the change speed of the game screen from the first perspective to the second perspective to obtain the target change speed.
  • the change speed of the game screen of this embodiment from the first angle of view to the second angle of view may be a default speed, or the default speed may be adjusted.
  • the second adjustment parameter is received by the target interface of the game client, and the game screen is changed from the first perspective to the change speed of the second perspective by using the second adjustment parameter, where the change speed is the lens of the game screen. Move the speed and get the target change speed.
  • the target interface of the game client displays a range in which the change speed can be adjusted, and the range of the change speed can be adjusted by the target icon and the text information, for example, whether the change speed is a slow setting by a circular icon, or is too fast. Settings.
  • the moving distance of the game screen corresponding to the angle of the rotation degree of the mobile terminal of the target detecting device is larger, that is, the game screen displayed by the game client is from the game screen of the first view. The faster the game screen is switched to the second angle of view.
  • Step S802 controlling the game screen of the game client to change from the first viewing angle to the second viewing angle according to the target changing speed.
  • step S802 of the present application the game screen of the control game client is changed from the first perspective to the second perspective according to the target change speed.
  • the game screen of the control game client After adjusting the change speed of the game screen from the first perspective to the second perspective by the second adjustment parameter, and obtaining the target change speed, the game screen of the control game client is changed from the first perspective to the second perspective according to the target change speed. Further, a game screen in which the game screen displayed by the game client is switched from the game screen of the first perspective to the second perspective is realized.
  • the second adjustment parameter is used to change the game screen from the first perspective to the second perspective.
  • the speed is adjusted to obtain the target change speed, thereby adapting to the operation habits of different users, and controlling the game screen of the game client to change from the first perspective to the second perspective according to the target change speed, realizing the game screen displayed by the game client from the first
  • the game screen of one view is switched to the game screen of the second view, which improves the control efficiency of the game client.
  • the method further includes: receiving, for resetting the game screen, in step S206 The reset command of the view angle obtains a third view; after receiving the reset command, saves the second orientation data, and acquires third-party bit data detected by the target detecting device; and the third-party bit data and the second orientation data
  • the game screen displayed by the game client is switched from the game screen of the third perspective to the game screen of the fourth perspective, wherein the third perspective is different from the fourth perspective.
  • FIG. 9 is a flow chart of another method of controlling a game client according to an embodiment of the present application. As shown in FIG. 9, the method further includes:
  • a reset command is received, wherein the reset command is used to reset the angle of view of the game screen to obtain a third view.
  • the angle of view of the game screen can be reset.
  • a camera reset for controlling the angle of view of the game screen for example, a lens reset for controlling the angle of view of the game screen.
  • a reset command is received, that is, whether the perspective for controlling the game screen is determined. The camera is reset.
  • the angle of view of the game screen is reset to obtain a third angle of view.
  • the reset command may be received via a target area on the game screen of the game client, such as by a reset button on the game screen of the game client.
  • Step S902 the second orientation data is saved, and the third-party bit data detected by the target detection device is acquired.
  • step S902 of the present application after receiving the reset instruction, the second orientation data is saved, and the third-party bit data detected by the target detection device is acquired, wherein the third-party bit data is used to indicate the movement.
  • the third-party position in which the terminal is located is different from the second orientation.
  • the second orientation data is saved, and the third-party bit data detected by the target detection device is used, and the third-party bit data is used to indicate that the mobile terminal is located after resetting the perspective of the game screen. Orientation.
  • the third-party bit data of the embodiment is an orientation in which the mobile terminal stops in the process of swinging.
  • the third-party bit includes a third direction and a third location
  • the third-party bit data includes third direction data and third location data
  • the third-party bit data is used to indicate a third-party location where the mobile terminal is located
  • the third location The data is used to indicate the third location where the mobile terminal is located.
  • step S903 the game screen displayed by the game client is switched from the game screen of the third perspective to the game screen of the fourth perspective.
  • step S903 of the present application in a case where the relative orientation data between the third-party bit data and the second orientation data meets the target condition, the game screen displayed by the game client is viewed from the game screen of the third perspective. Switching to the game screen of the fourth angle of view, wherein the third angle of view is different from the fourth angle of view.
  • the game screen displayed by the game client is switched from the game screen of the third perspective to the game screen of the fourth perspective, the fourth The viewing angle is different from the third viewing angle.
  • the game screen of the fourth viewing angle is a game screen that the user expects the game client to display to perform operations on the game client, thereby avoiding unnecessary manual sliding operation and improving the control efficiency of the game client.
  • the viewing angle of the game screen is reset by the reset instruction, and the third perspective is obtained;
  • the second orientation data is saved, and the third-party bit data detected by the target detection device is acquired; and the relative orientation data between the third-party bit data and the second orientation data meets the target condition, and the game client is The game screen displayed at the end is switched from the game screen of the third view to the game screen of the fourth view, and the technical effect of improving the control efficiency of the game client is realized.
  • step S202 acquiring the first orientation data detected by the target detection device includes: controlling a change of a perspective of the game screen by using a touch screen control instruction; and controlling a perspective of the game screen by using a touch screen control instruction
  • the first orientation data detected by the target detection device is acquired; or when the target operation is received on the target region of the game client, the first orientation data detected by the target detection device is acquired.
  • FIG. 10 is a flowchart of a method of acquiring first orientation data detected by a target detecting device according to an embodiment of the present application. As shown in FIG. 10, the method includes the following steps:
  • step S1001 the angle of view of the game screen is controlled by the touch screen control command to change.
  • the angle of view of the game screen is controlled by the touch screen control instruction, wherein the touch screen control instruction is generated by the touch screen operation.
  • This embodiment can also switch the game screen of the game client using the touch screen control command.
  • the touch screen control command is generated by a user's touch screen operation, for example, a touch screen control command generated by a user sliding a screen of the mobile terminal by a finger. After receiving the touch screen control command, the angle of view of the game screen is controlled to be switched, and the game screen can be moved in the direction in which the user's finger moves.
  • Step S1002 Acquire the first orientation data detected by the target detecting device when the angle of view of the game screen is changed to the first angle of view by the touch panel control command.
  • step S1002 of the present application when the viewing angle of the game screen is changed to the first viewing angle by the touch screen control command, the first orientation data detected by the target detecting device is acquired.
  • the first orientation data detected by the target detection device is acquired, and the target area may be a small map on the game client, thereby implementing the target detection device.
  • the purpose of detecting the orientation data of the mobile terminal and the target operation is superimposed, thereby realizing the technical effect of improving the control efficiency of the game client and improving the user experience.
  • the embodiment controls the angle of view of the game screen to be changed by the touch screen control command, and when the angle of view of the game screen is controlled to change to the first angle of view by the touch screen control command, the first orientation data detected by the target detection device is acquired, which can be achieved.
  • the purpose of controlling the movement of the lens to switch the game screen is not to replace the manual screen operation.
  • the target detecting device is a gyroscope or a gravity sensor.
  • the target detecting device swings with the swing of the mobile terminal, and is used for detecting the orientation data of the mobile terminal, preferably a gyroscope.
  • the accelerometer G-sensor
  • the accelerometer can only detect the linear motion in the axial direction.
  • the gyroscope can make a good measurement of the rotation and deflection, so that the actual action of the mobile terminal can be accurately analyzed and judged, and according to the action of the mobile terminal, the game client can be operated accordingly, and the improvement is realized. The technical effect of the control efficiency of the game client.
  • the target detecting device of this embodiment is a gravity sensor
  • the gravity sensor may be a gravity sensing chip
  • the angle of the tilt of the mobile terminal is calculated by an angle formed by the X axis, the Y axis, and the Z axis.
  • the technical solution of the present application is described below in conjunction with the preferred embodiments.
  • the technical solution of the embodiment is applied to the mobile terminal, and the target detecting device disposed in the mobile terminal is exemplified as a gyroscope.
  • the gyroscope is for judging the viewing angle of the game screen, and the auxiliary lens is moved to a screen outside the visible range of the fixed game screen, but the gyroscope is not used to control the entire viewing angle of the game screen.
  • the angle at which the gyroscope is flipped with the mobile terminal and the moving distance of the game screen are set to a target value.
  • the minimum flip angle value of the gyroscope flipped with the flipping of the mobile terminal may be set to the A angle, and after the A angle is exceeded, the distance of the trigger lens moving game screen is B value.
  • the lens for controlling the viewing angle of the game screen is triggered to move, and when moving to the target B distance, the game screen stops changing, thereby avoiding switching of the game screen due to slight shaking of the terminal.
  • the misoperation also guarantees the reliability of user operations.
  • the target A angle when the game screen is switched, has a minimum value and a maximum value, wherein the minimum value is 5 degrees and the maximum value is 40 degrees.
  • FIG. 11 is a schematic diagram of a gyroscope flip angle according to an embodiment of the present application.
  • the virtual arrow can be used to indicate the angle of view of the game screen.
  • the dotted arrow can coincide with the position 1
  • the game screen of the game client is displayed as the game screen of the view corresponding to the position 1;
  • the dotted arrow can be coincident with the position 2
  • the game screen of the game client is displayed as the game screen of the view corresponding to the position 2.
  • FIG. 12 is a flowchart of another method of controlling a game client according to an embodiment of the present application. As shown in FIG. 12, the method includes the following steps:
  • step S1201 the original orientation P1 detected by the gyroscope is saved.
  • the game screen of the game client is in the first perspective at the original orientation P1.
  • Step S1202 Acquire a new orientation P2 detected by the gyroscope in the current frame of the game screen.
  • the new orientation P2 detected by the gyroscope in the current frame of the game screen is acquired.
  • the game screen of the game client is in the second perspective under the new orientation P2.
  • step S1203 the rotation degree Rx of the original orientation P1 to the new orientation P2 on the X-axis and the rotation degree Ry on the Y-axis are calculated.
  • the rotation degree Rx of the original orientation P1 to the new orientation P2 on the X-axis and the rotation degree Ry on the Y-axis are calculated.
  • step S1204 it is determined whether the degrees of rotation Rx and Ry are smaller than a threshold.
  • step S1205 After calculating the degree of rotation Rx of the original orientation P1 to the new orientation P2 on the X-axis, and after the degree of rotation Ry on the Y-axis, it is determined whether the degrees of rotation Rx and Ry are smaller than the threshold. If it is determined that the rotation degrees Rx and Ry are not smaller than the threshold value, step S1205 is performed, and if it is determined that the rotation degree numbers Rx and Ry are smaller than the threshold value, step S1201 is performed.
  • step S1205 the rotation degrees Rx and Ry are respectively applied to the X-axis and the Y-axis of the camera to obtain an X-axis coordinate value and a Y-axis coordinate value.
  • the rotation degrees Rx and Ry are respectively applied to the X-axis and the Y-axis of the camera to obtain the X-axis coordinate value and the Y-axis coordinate. value.
  • step S1206 it is determined whether the camera is reset.
  • step S1202 After the game screen of the second angle of view is obtained, it is judged whether or not the camera for controlling the angle of view of the game screen is reset, and if it is determined that the camera is not reset, step S1202 is performed. If it is determined that the camera is reset, step S1201 is performed.
  • step S1207 the camera is not moved.
  • the camera After determining whether the degrees of rotation Rx and Ry are smaller than the threshold, if it is determined that the degrees of rotation Rx and Ry are smaller than the threshold, the camera is not moved, and the new orientation P2 detected by the gyroscope in the current frame of the game screen is reacquired.
  • the embodiment is added to the gyroscope, adopts the limitation of the flip angle and the control of the lens moving distance to achieve the purpose of switching the game screen, and can also add an instant calibration interface in the office, so that when the posture of the mobile terminal is changed, according to the position of the gyroscope Change the game screen in time.
  • FIG. 13 is a schematic diagram of a coordinate system of a mobile terminal according to an embodiment of the present application.
  • the coordinate system of the mobile terminal is a three-dimensional coordinate system including an X-axis, a Y-axis, and a Z-axis, wherein the X-axis includes -X and +X, and the Y-axis includes -Y and +Y, and the Z-axis includes -Z and +Z.
  • the number of rotations of the first orientation data of the mobile terminal detected by the gyroscope to the second orientation data on the Y axis may be calculated, and the rotation degree of the first orientation data to the second orientation data on the X axis is calculated.
  • the second orientation data changes on the Z-axis with respect to the first orientation data, it is determined that the position of the mobile terminal deviates, and the angle of view of the game screen needs to be reset.
  • the gyroscope of this embodiment can be superimposed with the manual sliding operation and the small map of the game screen, thereby ensuring the consistency of the operation experience.
  • This embodiment can also add a reset button within the office, by which the position of the mobile terminal is guaranteed to be instantly calibrated when it is offset.
  • the principle of the gyroscope is similar to that of the gravity sensor, the same method of the embodiment of the present application can be implemented by gravity sensing, but the hardware implementation of the gravity sensing and the gyroscope is different, and it is preferable to use the gyroscope.
  • the application environment of the embodiment of the present application may be, but is not limited to, the reference to the application environment in the foregoing embodiments.
  • An embodiment of the present application provides an optional specific application for implementing a control method of a game client.
  • the game client of this embodiment includes an operation setting interface on the mobile terminal, and the operation setting interface of the game client is introduced below.
  • FIG. 14 is a schematic diagram of an operation setting interface according to an embodiment of the present application.
  • the operation setting interface can be used for debugging of the gyroscope, including the setting of the inversion range and the setting of the moving speed of the lens.
  • the gyro debugging at the lower right is turned off by default.
  • the adjustment of the gyro parameters will be called up.
  • the adjustment of the moving speed of the lens is the corresponding moving speed of the lens when the gyro is turned over a certain angle.
  • the game screen of the game client is switched from the game screen of the first perspective to the game screen of the second perspective. The faster the speed.
  • the lens for controlling the angle of view of the game screen starts to move, and the smaller the flip range is, the more the trigger lens moves. Easy, the larger the flip range, the harder it is to trigger the lens movement.
  • FIG. 15 is a schematic diagram of a game screen display of a game client according to an embodiment of the present application.
  • the product application scenario of the control method of the game client when the virtual character wants to accurately hit the C position of the open upper right corner of the enemy, but the screen does not see that far, the display is not obvious.
  • the game screen of the game client is the game screen of the first perspective.
  • FIG. 16 is a schematic diagram of a game screen display of another game client according to an embodiment of the present application.
  • another product application scenario of the game client control method is a game screen of the second perspective obtained after the game screen shown in FIG. 15 is flipped to the upper right of the gyroscope.
  • the gyroscope flips to the upper right, moves the first game screen, and obtains the game screen of the second angle of view, which completely displays the C position of the open group, and thus can achieve the purpose of accurately hitting the C position of the open upper right corner.
  • FIG. 17 is a schematic diagram of a game screen display of another game client according to an embodiment of the present application.
  • another product application scenario of the control method of the game client through the virtual character wanting to observe the lower left corner, can be flipped by the gyroscope with the flipping of the mobile terminal, and used to control the perspective of the game screen.
  • the lens moves to get the purpose of switching the game screen, for example, the switching of the game screen (represented by a rectangular box) 1, 2, and 3.
  • FIG. 18 is a schematic diagram of a reset button of a game client according to an embodiment of the present application.
  • the circle in the lower right corner of the screen indicates a reset button, and after the user clicks the reset button, the perspective for controlling the game screen can be realized.
  • the lens is reset.
  • the embodiment can solve the unnecessary right-hand sliding movement by moving the gyro lens.
  • This embodiment can realize the lens control of the mobile phone MOBA game by using the gyroscope lens movement, which is a breakthrough of the rocker type into the MOBA mobile game. It provides convenience for gamers during critical moments in the battle or when they need to perform high-precision operations, improving the control efficiency of the game client.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM).
  • the instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • a control device for a game client for implementing the above-described control method of a game client.
  • 19 is a schematic diagram of a control device of a game client according to an embodiment of the present application.
  • the apparatus may include a first acquisition unit 10, a second acquisition unit 20, and a control unit 30.
  • the first obtaining unit 10 is configured to acquire first orientation data detected by the target detecting device during operation of the game client, wherein the game client is installed in the mobile terminal, and the target detecting device is disposed in the mobile terminal.
  • the game screen of the game client is in a first view under the first orientation data, and the first orientation data is used to indicate the first orientation in which the mobile terminal is located.
  • the second acquiring unit 20 is configured to acquire the second orientation data detected by the target detecting device during the swinging of the mobile terminal, wherein the second orientation data is used to indicate the second orientation where the mobile terminal is located, and the second The orientation is different from the first orientation.
  • the control unit 30 is configured to switch the game screen displayed by the game client from the game screen of the first perspective to the second perspective if the relative orientation data between the second orientation data and the first orientation data meets the target condition Game screen, wherein the second perspective is different from the first perspective.
  • first obtaining unit 10 in this embodiment may be configured to perform step S202
  • second obtaining unit 20 in this embodiment may be configured to perform step S204
  • control unit 30 in this embodiment may It is set to execute step S206.
  • the foregoing units are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing unit may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware. Among them, the hardware environment includes the network environment.
  • an electronic device configured to implement the control method of the above game client.
  • FIG. 20 is a structural block diagram of an electronic device according to an embodiment of the present application.
  • the electronic device may include one or more (only one shown in the figure) processor 201 and memory 203.
  • the electronic device may further include a transmission device 205 and an input and output device 207.
  • the memory 203 can be configured to store a software program and a module, such as a control method and a program instruction/module corresponding to the game client in the embodiment of the present application, and the processor 201 runs the software program and the module stored in the memory 203. , thereby performing various functional applications and data processing, that is, implementing the above-described control method of the game client.
  • Memory 203 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 203 can further include memory remotely located relative to processor 201, which can be connected to the electronic device over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the transmission device 205 described above is arranged to receive or transmit data via a network, and may also be arranged to effect data transmission between the processor and the memory. Specific examples of the above network may include a wired network and a wireless network.
  • the transmission device 205 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
  • the transmission device 205 is a Radio Frequency (RF) module that is configured to communicate with the Internet wirelessly.
  • NIC Network Interface Controller
  • RF Radio Frequency
  • the memory 203 is configured to store an application.
  • the processor 201 can call the application stored in the memory 203 through the transmission device 205 to perform the following steps:
  • the first orientation data detected by the target detection device is acquired, wherein the game client is installed in the mobile terminal, the target detection device is set in the mobile terminal, and the game screen of the game client is first.
  • the orientation data is in a first perspective, and the first orientation data is used to indicate a first orientation in which the mobile terminal is located;
  • the second orientation data detected by the target detection device is acquired during the swinging of the mobile terminal, wherein the second orientation data is used to indicate a second orientation in which the mobile terminal is located, and the second orientation is different from the first orientation;
  • the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective, wherein The two perspectives are different from the first perspective.
  • the processor 201 is further configured to perform the following steps: in the process of switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective, receiving an operation instruction by the game client, wherein The operation instruction is used to instruct the game client to perform the target operation; after receiving the operation instruction, the game client is controlled to perform the target operation.
  • the processor 201 is further configured to perform the step of: acquiring the first orientation data to the second before switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective Rotation data of the orientation data, wherein the rotation data is used to indicate a rotation angle of the mobile terminal rotating from the first orientation to the second orientation, the relative orientation data includes rotation data; and when the rotation data is greater than or equal to the first threshold, determining the relative orientation The data meets the target conditions.
  • the processor 201 is further configured to perform the steps of: acquiring first rotation data of the mobile terminal rotating about the first coordinate axis and second rotation about the second coordinate axis when changing from the first orientation data to the second orientation data Rotating data, wherein the first rotation data is used to indicate an angle at which the mobile terminal rotates around the first coordinate axis, the second rotation data is used to indicate an angle at which the mobile terminal rotates around the second coordinate axis; and the first rotation data is greater than or equal to the first a threshold, and in a case where the second rotation data is greater than or equal to the first threshold, determining that the relative orientation data meets the target condition.
  • the processor 201 is further configured to perform the steps of: acquiring the first coordinate value corresponding to the first rotation data and the first case if the relative orientation data between the second orientation data and the first orientation data meets the target condition a second coordinate value corresponding to the second rotation data, wherein the first coordinate value is used to determine a game screen of the second angle of view in the first direction, and the second coordinate value is used to determine the game screen of the second angle of view in the second direction; In the case where it is determined that the relative orientation data meets the target condition, the game screen of the first perspective is moved in the first direction by the first coordinate value, and the game screen of the first perspective is moved in the second direction by the second coordinate value, Get the game screen of the second perspective.
  • the processor 201 is further configured to perform the step of moving the game screen of the first perspective to a target corresponding to the first threshold if the relative orientation data between the second orientation data and the first orientation data meets the target condition Move the distance to get the game screen of the second perspective.
  • the processor 201 is further arranged to perform the step of determining that the relative orientation data conforms to the target condition if the rotation data is greater than or equal to the first threshold and less than the second threshold.
  • the processor 201 is further configured to perform the step of: receiving a first adjustment parameter, wherein the first adjustment parameter, before switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective And the first threshold is used to adjust the first threshold to a third threshold; if the rotation data is greater than or equal to the third threshold, determining that the relative orientation data meets the target condition.
  • the processor 201 is further configured to perform the step of: receiving a second adjustment parameter, wherein the second adjustment parameter, before switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective And a method for adjusting a change speed of the game screen from the first perspective to the second perspective to obtain a target change speed; and controlling the game screen of the game client to change from the first perspective to the second perspective according to the target change speed.
  • the processor 201 is further configured to perform a step of receiving a reset instruction after switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective, wherein the reset instruction is used for Resetting the perspective of the game screen to obtain a third perspective; after receiving the reset command, saving the second orientation data, and acquiring third-party bit data detected by the target detection device, wherein the third-party bit data is used to indicate the movement
  • the third-party position in which the terminal is located is different from the second orientation; in the case where the relative orientation data between the third-party data and the second orientation data meets the target condition, the game screen displayed by the game client is from the first
  • the game screen of the three-view is switched to the game screen of the fourth view, wherein the third view is different from the fourth view.
  • the processor 201 is further configured to perform the steps of: controlling the change of the angle of view of the game screen by the touch screen control instruction, wherein the touch screen control instruction is generated by the touch screen operation; and changing the angle of view of the game screen by the touch screen control instruction to
  • the first orientation data detected by the target detection device is acquired when the first perspective is obtained; or the first orientation data detected by the target detection device is acquired when the target operation is received on the target region of the game client.
  • a control method of a game client is provided.
  • the second orientation data is used to indicate the second orientation in which the mobile terminal is located; and the relative orientation data between the second orientation data and the first orientation data meets the target condition, and the game screen displayed by the game client is from the first
  • the game screen of one view is switched to the game screen of the second view.
  • the orientation data of the mobile terminal during the swinging process is detected by the target detecting device, when the change of the orientation data satisfies certain conditions, the change of the game screen is controlled, and unnecessary manual sliding operation is avoided, thereby realizing the improvement of the game.
  • the technical effect of the control efficiency of the client further solves the technical problem of low efficiency of the game client control in the related art.
  • the structure shown in FIG. 20 is merely illustrative, and the electronic device can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
  • Fig. 20 does not limit the structure of the above electronic device.
  • the electronic device may also include more or less components (such as a network interface, display device, etc.) than shown in FIG. 20, or have a different configuration than that shown in FIG.
  • Embodiments of the present application also provide a storage medium.
  • the foregoing storage medium may be used to execute program code of a control method of a game client.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the first orientation data detected by the target detection device is acquired, wherein the game client is installed in the mobile terminal, the target detection device is set in the mobile terminal, and the game screen of the game client is first.
  • the orientation data is in a first perspective, and the first orientation data is used to indicate a first orientation in which the mobile terminal is located;
  • the second orientation data detected by the target detection device is acquired during the swinging of the mobile terminal, wherein the second orientation data is used to indicate a second orientation in which the mobile terminal is located, and the second orientation is different from the first orientation;
  • the game screen displayed by the game client is switched from the game screen of the first perspective to the game screen of the second perspective, wherein The two perspectives are different from the first perspective.
  • the storage medium is further configured to store program code for performing the following steps: in the process of switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective, through the game
  • the client receives an operation instruction, wherein the operation instruction is used to instruct the game client to perform the target operation; after receiving the operation instruction, the game client is controlled to perform the target operation.
  • the storage medium is further configured to store program code for performing the following steps: before switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective, acquiring The first orientation data is changed to the rotation data of the second orientation data, wherein the rotation data is used to indicate a rotation angle of the mobile terminal rotating from the first orientation to the second orientation, the relative orientation data includes rotation data; and the rotation data is greater than or equal to the first In the case of a threshold, it is determined that the relative orientation data meets the target condition.
  • the storage medium is further configured to store program code for performing the following steps: acquiring first rotation data of the mobile terminal rotating around the first coordinate axis when changing from the first orientation data to the second orientation data a second rotation data rotated by the second coordinate axis, wherein the first rotation data is used to indicate an angle at which the mobile terminal rotates around the first coordinate axis, and the second rotation data is used to indicate an angle at which the mobile terminal rotates around the second coordinate axis;
  • the first rotation data is greater than or equal to the first threshold, and in the case that the second rotation data is greater than or equal to the first threshold, determining that the relative orientation data meets the target condition.
  • the storage medium is further configured to store program code for performing: obtaining, corresponding to the first rotation data, if the relative orientation data between the second orientation data and the first orientation data meets the target condition a first coordinate value and a second coordinate value corresponding to the second rotation data, wherein the first coordinate value is used to determine a game screen of the second angle of view in the first direction, and the second coordinate value is used in the second direction Determining a game screen of the second angle of view; in the case of determining that the relative orientation data meets the target condition, moving the game screen of the first perspective in the first direction by the first coordinate value, and the game screen of the first viewing angle in the second direction The second coordinate value is moved up to obtain a game screen of the second angle of view.
  • the storage medium is further configured to store program code for performing the following steps: in the case where the relative orientation data between the second orientation data and the first orientation data meets the target condition, the game screen of the first perspective is to be The target moving distance corresponding to the first threshold is moved to obtain a game screen of the second viewing angle.
  • the storage medium is further configured to store program code for performing the step of determining that the relative orientation data meets the target condition if the rotation data is greater than or equal to the first threshold and less than the second threshold.
  • the storage medium is further configured to store program code for performing the following steps: receiving the first adjustment before switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective a parameter, wherein the first adjustment parameter is used to adjust the first threshold to a third threshold; and in the case that the rotation data is greater than or equal to the third threshold, determining that the relative orientation data meets the target condition.
  • the storage medium is further configured to store program code for performing the following steps: receiving a second adjustment before switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective a parameter, wherein the second adjustment parameter is used to adjust a change speed of the game screen from the first perspective to the second perspective to obtain a target change speed; and control the game screen of the game client to change from the first perspective to the target change speed according to the target change speed Two perspectives.
  • the storage medium is further configured to store program code for performing the following steps: receiving a reset instruction after switching the game screen displayed by the game client from the game screen of the first perspective to the game screen of the second perspective
  • the reset command is used to reset the view angle of the game screen to obtain a third view; after receiving the reset command, save the second orientation data, and acquire third-party bit data detected by the target detecting device, where The third-party bit data is used to indicate the third-party position where the mobile terminal is located, and the third-party bit is different from the second orientation; if the relative orientation data between the third-party bit data and the second orientation data meets the target condition, the game is played
  • the game screen displayed by the client is switched from the game screen of the third view to the game screen of the fourth view, wherein the third view is different from the fourth view.
  • the storage medium is further configured to store program code for performing the following steps: controlling the angle of view of the game screen by the touch screen control instruction, wherein the touch screen control instruction is generated by the touch screen operation; Acquiring to control the first orientation data detected by the target detection device when the perspective of the game screen changes to the first perspective; or acquiring the first detection detected by the target detection device when the target operation is received on the target region of the game client One orientation data.
  • the foregoing storage medium may include, but not limited to, a USB flash drive, a Read-Only Memory (ROM), a Random Access Memory (RAM), a mobile hard disk, and a magnetic memory.
  • ROM Read-Only Memory
  • RAM Random Access Memory
  • a mobile hard disk e.g., a hard disk
  • magnetic memory e.g., a hard disk
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including
  • the instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separate, and the components displayed as units may or may not be physical units, i.e., may be located at one location, or may be distributed over multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Computer Hardware Design (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种游戏客户端的控制方法、装置、存储介质和电子装置。该方法包括:在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,游戏客户端安装在移动终端中,目标检测装置设置在移动终端中,游戏客户端的游戏画面在第一方位数据下处于第一视角,第一方位数据用于指示移动终端所处的第一方位;获取由目标检测装置检测得到的第二方位数据,第二方位数据用于指示移动终端所处的第二方位;在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面。

Description

游戏客户端的控制方法、装置、存储介质和电子装置
本申请要求于2017年09月25日提交中国专利局、申请号为201710877403.8、发明名称“游戏客户端的控制方法、装置、存储介质和电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及游戏领域,具体而言,涉及一种游戏客户端的控制方法、装置、存储介质和电子装置。
背景技术
目前,游戏客户端通过用户的操作可以移动游戏画面,从而显示不同视角的游戏画面,以适应用户的操作。比如,对于PC端的游戏,可以通过对鼠标的移动操作移动游戏画面,显示出原先游戏界面中未出现的部分或者全部游戏画面。对于移动终端,用户可以通过手部在屏幕上的滑动操作来移动游戏画面。
在通过对鼠标的操作移动游戏画面,或者通过手部在屏幕上的滑动操作来移动游戏画面,需要用户通过手部进行移动操作,不能保证游戏客户端控制的及时性,从而使得游戏客户端控制的效率低。另外,在游戏画面变化的过程中,不能操作屏幕上的其它界面按钮,这样也不能保证游戏客户端控制的及时性,需要在游戏客户端从一个视角的游戏画面变化到另一个视角的游戏画面之后,在当前视角的游戏画面上通过界面按钮实现游戏客户端的操作,从而导致游戏客户端控制的效率低,降低了用户体验。
针对上述游戏客户端控制的效率低的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种游戏客户端的控制方法、装置、存储介质和电子装置,以至少解决相关技术中游戏客户端控制的效率低的技术问题。
根据本申请实施例的一个方面,提供了一种游戏客户端的控制方法。该方法包括:在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,游戏客户端安装在移动终端中,目标检测装置设置在移动终端中,游戏客户端的游戏画面在第一方位数据下处于第一视角,第一方位数据用于指示移动终端所处的第一方位;在移动终端摆动的过程中,获取由目标检测装置检测得到的第二方位数据,其中,第二方位数据用于指示移动终端所处的第二方位,第二方位不同于第一方位;在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,其中,第二视角不同于第一视角。
根据本申请实施例的另一方面,还提供了一种游戏客户端的控制装置。该装置包括:第一获取单元,被设置为在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,游戏客户端安装在移动终端中,目标检测装置设置在移动终端中,游戏客户端的游戏画面在第一方位数据下处于第一视角,第一方位数据用于指示移动终端所处的第一方位;第二获取单元,被设置为在移动终端摆动的过程中,获取由目标检测装置检测得到的第二方位数据,其中,第二方位数据用于指示移动终端所处的第二方位,第二方位不同于第一方位;控制单元,被设置为在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,其中,第二视角不同于第一视角。
在本申请实施例中,在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,游戏客户端的游戏画面在第一方位数据下处于第一视角;获取由目标检测装置检测得到的第二方位数据,第二方位数 据用于指示移动终端所处的第二方位;在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面。由于通过目标检测装置检测到移动终端在摆动过程中的方位数据,在方位数据的变化满足一定条件的情况下,控制游戏画面的变化,避免了不必要的手动滑屏操作,从而实现了提高游戏客户端的控制效率的技术效果,进而解决了相关技术中游戏客户端控制的效率低的技术问题。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种硬件环境的示意图;
图2是根据本申请实施例的一种游戏客户端的控制方法的流程图;
图3是根据本申请实施例的另一种游戏客户端的控制方法的流程图;
图4是根据本申请实施例的另一种游戏客户端的控制方法的流程图;
图5是根据本申请实施例的一种获取用于使第一方位数据变化到第二方位数据的旋转数据的方法的流程图;
图6是根据本申请实施例的一种将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的方法的流程图;
图7是根据本申请实施例的另一种游戏客户端的控制方法的流程图;
图8是根据本申请实施例的另一种游戏客户端的控制方法的流程图;
图9是根据本申请实施例的另一种游戏客户端的控制方法的流程图;
图10是根据本申请实施例的一种获取由目标检测装置检测得到的第一方位数据的方法的流程图;
图11是根据本申请实施例的一种陀螺仪翻转角度的示意图;
图12是根据本申请实施例的另一种游戏客户端的控制方法的流程图;
图13是根据本申请实施例的一种移动终端的坐标系的示意图;
图14是根据本申请实施例的一种操作设置界面的示意图;
图15是根据本申请实施例的一种游戏客户端的游戏画面显示的示意图;
图16是根据本申请实施例的另一种游戏客户端的游戏画面显示的示意图;
图17是根据本申请实施例的另一种游戏客户端的游戏画面显示的示意图;
图18是根据本申请实施例的一种游戏客户端的重置按钮的示意图;
图19是根据本申请实施例的一种游戏客户端的控制装置的示意图;以及
图20是根据本申请实施例的一种的电子装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实 施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
根据本申请实施例的一个方面,提供了一种游戏客户端的控制方法的实施例。
可选地,在本实施例中,上述游戏客户端的控制方法可以应用于如图1所示的由服务器102和终端104所构成的硬件环境中。图1是根据本申请实施例的一种硬件环境的示意图。如图1所示,服务器102通过网络与终端104进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端104并不限定于PC、手机、平板电脑等。本申请实施例的游戏客户端的控制方法可以由服务器102来执行,也可以由终端104来执行,还可以是由服务器102和终端104共同执行。其中,终端104执行本申请实施例的游戏客户端的控制方法也可以是由安装在其上的客户端来执行。
图2是根据本申请实施例的一种游戏客户端的控制方法的流程图。如图2所示,该方法可以包括以下步骤:
步骤S202,在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据。
在本申请上述步骤S202提供的技术方案中,在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,游戏客户端安装在移动终端中,目标检测装置设置在移动终端中,游戏客户端的游戏画面在第一方位数据下处于第一视角,第一方位数据用于指示移动终端所处的第一方位。
该实施例的游戏客户端可以为多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,简称为MOBA)游戏客户端,可以通过镜头的移动显示不同视角的游戏画面,该镜头可以为摄像机。上述游戏客户端安 装在移动终端中,也即,与游戏客户端相关的应用程序运行在移动终端中,该移动终端包括但不限于智能手机、平板电脑、掌上电脑以及移动互联网设备、PAD等终端设备。该移动终端设置有目标检测装置,该目标检测装置可以随移动终端的摆动而摆动。该目标检测装置被设置为检测移动终端所处的方位的数据,比如,为陀螺仪,该陀螺仪也即角速度传感器,是不同于加速度计的,测量的物理量是偏转、倾斜时的转动角速度。可以通过检测目标检测装置所处的方位确定移动终端所处的方位,该方位包括移动终端所处的位置和方向,目标检测装置不仅可以检测出移动终端的位置数据的变化,也可以检测出移动终端的方向数据的变化,可选地,该目标检测装置还可以为重力感应器。在移动终端所处的方位变化的情况下,游戏画面也会发生变化。
在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,该游戏客户端的游戏画面在第一方位数据下处于第一视角,也即,该游戏客户端的游戏画面在第一方位数据指示的第一方位下处于第一视角。
可选地,第一方位包括第一方向和第一位置,第一方位数据包括第一方向数据和第一位置数据,第一方向数据用于指示移动终端所处的第一方向,第一位置数据用于指示移动终端所处的第一位置。
步骤S204,在移动终端摆动的过程中,获取由目标检测装置检测得到的第二方位数据。
在本申请上述步骤S204提供的技术方案中,在移动终端摆动的过程中,获取由目标检测装置检测得到的第二方位数据,其中,第二方位数据用于指示移动终端所处的第二方位,第二方位不同于第一方位。
该实施例的移动终端在运行游戏客户端的过程中,可以进行摆动行为,该摆动行为可以由偏转、倾斜等产生,比如,旋转行为、翻转行为等。目标检测装置可以实时检测移动终端的方位数据。在获取由目标检测装置检测得到的第一方位数据之后,在移动终端摆动的过程中,获取由目标检 测装置检测得到的第二方位数据,该第二方位数据用于指示移动终端所处的第二方位。
可选地,该实施例的第二方位数据为移动终端在摆动的过程中,最终停止的方位。
可选地,第二方位包括第二方向和第二位置,第二方位数据包括第二方向数据和第二位置数据,第二方向数据用于指示移动终端所处的第二方向,第二位置数据用于指示移动终端所处的第二位置。
步骤S206,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面。
在本申请上述步骤S206提供的技术方案中,在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,其中,第二视角不同于第一视角。
在获取由目标检测装置检测得到的第二方位数据之后,计算第一方位数据到第二方位数据的相对方位数据,该相对方位数据可以使第一方位变化到第二方位。判断相对方位数据是否符合目标条件,该目标条件用于触发将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,也即,在达到该触发条件之后,可以将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面。该目标条件也可以用于限制游戏客户端显示的游戏画面的切换范围,也即,在满足该目标条件时,限制游戏客户端的游戏画面从第一视角的游戏画面切换到切换范围之外的游戏画面。
该目标条件可以为用于判断相对方位数据是否超过第一阈值的条件,也可以为判断相对方位数据是否超过第一阈值且小于第二阈值的条件,第一阈值和第二阈值可以进行设置,从而通过该目标条件避免移动终端轻微摆动就切换游戏画面的误操作,保证了操作的可靠性。
可选地,上述第一阈值为翻转范围,在目标检测装置随移动终端翻转的角度超于翻转范围时,将游戏客户端显示的游戏画面从第一视角的游戏画面开始移动,该翻转范围可以为5°。
在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,该第二视角不同于第一视角,第二视角的游戏画面为用户期望游戏客户端显示的游戏画面,以对游戏客户端执行操作。
举例而言,游戏客户端中的虚拟角色在通过技能按键想要精准地打击敌方,但游戏画面并未显示出敌方的位置,可以通过摆动安装有目标检测装置的移动终端,以使游戏画面切换为具有敌方位置的画面,从而达到精准打击敌方的目的,从而避免了不必要的手动滑屏操作,提高游戏客户端的控制效率。
再举例而言,游戏客户端中的虚拟角色想要观察到目标区域的情况,但游戏画面并未显示出目标区域,可以通过摆动安装有目标检测装置的移动终端,以使游戏画面切换为具有目标区域的画面,从而达到观察目标区域的情况的目的,从而避免了不必要的手动滑屏操作,提高游戏客户端的控制效率。
通过上述步骤S202至步骤S206,在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,游戏客户端的游戏画面在第一方位数据下处于第一视角;获取由目标检测装置检测得到的第二方位数据,第二方位数据用于指示移动终端所处的第二方位;在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面。由于通过目标检测装置检测到移动终端在摆动过程中的方位数据,在方位数据的变化满足一定条件的情况下,控制游戏画面的变化,避免了不必要的手动滑屏操作,从而实现了提高游戏客户端的控制效率的技术效果,进而解决了相关技术中游戏客户端控制的效率低的技术问题。
作为一种可选的实施方式,在步骤S206,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的过程中,通过游戏客户端接收操作指令,控制游戏客户端执行目标操作。
本实施例中提供的游戏客户端的控制方法,可以由移动终端执行,也可以由服务器和移动终端联合执行。在游戏客户端的控制方法由服务器和移动终端联合执行的情况下,步骤S202和S204中所述的第一方位数据和第二方位数据可以由服务器向移动终端获取,而步骤S206中可以由服务器判断相对方位数据是否符合目标条件,并通知移动终端将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到第二视角的游戏画面。
图3是根据本申请实施例的另一种游戏客户端的控制方法的流程图。如图3所示,该方法还包括以下步骤:
步骤S301,通过游戏客户端接收操作指令。
在本申请上述步骤S301提供的技术方案中,通过游戏客户端接收操作指令,其中,操作指令用于指示游戏客户端执行目标操作。
在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的过程中,用户可以操作游戏客户端的界面按钮,以通过该界面按钮对游戏客户端进行操作。可以通过游戏客户端接收操作指令,该操作指令与游戏客户端的目标操作相对应,比如,该操作指令为点击操作指令,该点击操作指令用于指示游戏客户端执行释放技能的操作。
步骤S302,控制游戏客户端执行目标操作。
在本申请上述步骤S302提供的技术方案中,在接收到操作指令之后,控制游戏客户端执行目标操作。
在通过游戏客户端接收操作指令之后,根据该操作指令控制游戏客户端执行目标操作。比如,该操作指令为点击操作指令,当通过游戏客户端接收操作指令之后,指示游戏客户端执行释放技能的操作。比如,该操作 指令为点击操作指令,在通过游戏客户端接收操作指令之后,控制游戏客户端执行释放技能的操作。
该实施例通过将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的过程中,通过游戏客户端接收操作指令,进而根据该操作指令控制游戏客户端执行目标操作,避免了在通过对游戏客户端进行手动滑屏操作,以显示不同视角的游戏画面的过程中,不能执行其它操作的问题,从而实现了提高游戏客户端的控制效率的技术效果。
作为一种可选的实施方式,在步骤S206,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,该方法还包括:获取用于使第一方位数据变化到第二方位数据的旋转数据;在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
图4是根据本申请实施例的另一种游戏客户端的控制方法的流程图。如图4所示,该方法还包括以下步骤:
步骤S401,获取用于使第一方位数据变化到第二方位数据的旋转数据。
在本申请上述步骤S401提供的技术方案中,获取用于使第一方位数据变化到第二方位数据的旋转数据,其中,旋转数据用于指示移动终端从第一方位旋转至第二方位的旋转角度,相对方位数据包括旋转数据。
该实施例的移动终端可以从第一方位旋转至第二方位,该第二方位可以在第一方位经过一定旋转角度进行旋转得到,该旋转角度通过使第一方位数据变化到第二方位数据的旋转数据指示,比如,该旋转数据为旋转度数,相对方位数据包括该旋转数据。在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,获取上述旋转数据。
步骤S402,在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
在本申请上述步骤S402提供的技术方案中,在旋转数据大于等于第 一阈值的情况下,确定相对方位数据符合目标条件。
在获取用于使第一方位数据变化到第二方位数据的旋转数据之后,判断旋转数据是否符合目标条件,可以判断旋转数据是否大于等于第一阈值。比如,旋转数据为旋转角度,第一阈值可以为目标角度,则判断第一方位数据变化到第二方位数据的旋转角度是否大于等于目标角度,在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件,从而避免移动终端轻微摆动就切换游戏画面的误操作,保证了操作的可靠性。
可选地,第一阈值越小,则触发游戏客户端显示的游戏画面从第一视角的游戏画面开始移动就越容易。
该实施例在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,获取用于使第一方位数据变化到第二方位数据的旋转数据,在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件,进而在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,从而实现了提高游戏客户端的控制效率的技术效果。
作为一种可选的实施方式,步骤S401,获取用于使第一方位数据变化到第二方位数据的旋转数据包括:获取在从第一方位数据变化到第二方位数据时,移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据;步骤S402,在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件包括:在第一旋转数据大于等于第一阈值,且在第二旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
图5是根据本申请实施例的一种获取用于使第一方位数据变化到第二方位数据的旋转数据的方法的流程图。如图5所示,该方法还包括以下步骤:
步骤S501,获取在从第一方位数据变化到第二方位数据时,移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据。
在本申请上述步骤S501提供的技术方案中,获取在从第一方位数据变化到第二方位数据时,移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据,其中,第一旋转数据用于指示移动终端绕第一坐标轴旋转的角度,第二旋转数据用于指示移动终端绕第二坐标轴旋转的角度。
在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,获取在从第一方位数据变化到第二方位数据时,移动终端绕第一坐标轴旋转的第一旋转数据,该第一旋转数据可以为移动终端绕第一坐标轴旋转的第一旋转角度,获取移动终端绕第二坐标轴旋转的第二旋转数据,该第二旋转数据可以为移动终端绕第二坐标轴旋转的第二旋转角度。其中,第一坐标轴和第二坐标轴为目标坐标系下的坐标轴,目标坐标系可以为空间坐标系,第一坐标轴可以为X轴,第一旋转角度为Rx,第二坐标轴可以为Y轴,第一旋转角度为Ry。
步骤S502,在第一旋转数据大于等于第一阈值,且在第二旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
在本申请上述步骤S502提供的技术方案中,在第一旋转数据大于等于第一阈值,且在第二旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
第二方位数据和第一方位数据之间的相对方位数据包括第一旋转数据和第二旋转数据。在获取移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据之后,判断第一旋转数据是否大于等于第一阈值,且判断第二旋转数据是否大于等于第一阈值。比如,判断第一旋转数据是否大于等于5°,判断第二旋转数据是否大于等于5°。如果判断出第一旋转数据大于等于第一阈值,且判断出第二旋转数据大于等于 第一阈值,则确定相对方位数据符合目标条件。
该实施例获取在从第一方位数据变化到第二方位数据时,移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据,第一旋转数据用于指示移动终端绕第一坐标轴旋转的角度,第二旋转数据用于指示移动终端绕第二坐标轴旋转的角度;在第一旋转数据大于等于第一阈值,且在第二旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件,进而在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,从而实现了提高游戏客户端的控制效率的技术效果。
作为一种可选的实施方式,步骤S206,在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面包括:获取与第一旋转数据对应的第一坐标值和与第二旋转数据对应的第二坐标值;在确定相对方位数据符合目标条件的情况下,将第一视角的游戏画面在第一方向上移动第一坐标值,并且将第一视角的游戏画面在第二方向上移动第二坐标值。
图6是根据本申请实施例的一种将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的方法的流程图。如图6所示,该方法包括以下步骤:
步骤S601,获取与第一旋转数据对应的第一坐标值和与第二旋转数据对应的第二坐标值。
在本申请上述步骤S601提供的技术方案中,获取与第一旋转数据对应的第一坐标值和与第二旋转数据对应的第二坐标值,其中,第一坐标值用于在第一方向上确定第二视角的游戏画面,第二坐标值用于在第二方向上确定第二视角的游戏画面。
在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,获取与第一旋转数据对应的第一坐标值,比如,获取与第一旋转角度Rx对应的第一坐标值x,以根据第一坐标值在第一方向上确定第二视角的游戏画面,获取与第二旋转数据对应的第二坐标值,比如,获取与第二旋转角度Rx对应的第二坐标值y,以在第二方向上确定第二视角的游戏画面。
该第一坐标值和第二坐标值可以为摄像机上的坐标系的坐标值,可以用于显示不同视角的游戏画面。
步骤S602,将第一视角的游戏画面在第一方向上移动第一坐标值,并且将第一视角的游戏画面在第二方向上移动第二坐标值,以得到第二视角的游戏画面。
在本申请上述步骤S602提供的技术方案中,在确定相对方位数据符合目标条件的情况下,将第一视角的游戏画面在第一方向上移动第一坐标值,并且将第一视角的游戏画面在第二方向上移动第二坐标值,以得到第二视角的游戏画面。
在获取与第一旋转数据对应的第一坐标值和与第二旋转数据对应的第二坐标值之后,将第一视角的游戏画面在第一方向上移动第一坐标值,比如,将第一视角的游戏画面沿x轴方向移动坐标值x。还将第一视角的游戏画面在第二方向上移动第二坐标值,比如,将第一视角的游戏画面沿y轴方向移动坐标值y。通过将第一视角的游戏画面在第一方向上移动第一坐标值,并且将第一视角的游戏画面在第二方向上移动第二坐标值,最终达到得到第二视角的游戏画面的目的。
该实施例在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,获取与第一旋转数据对应的第一坐标值和与第二旋转数据对应的第二坐标值;在确定相对方位数据符合目标条件的情况下,将第一视角的游戏画面在第一方向上移动第一坐标值,并且将第一视角的游戏画面在第二方向上移动第二坐标值,以得到第二视角的游戏画面,实现 了将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的目的,实现了提高游戏客户端的控制效率的技术效果。
作为一种可选的实施方式,步骤S206,在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面包括:将第一视角的游戏画面移动与第一阈值对应的目标移动距离,得到第二视角的游戏画面。
在该实施例中,第一视角的游戏画面在移动时的距离可以根据第一阈值确定。可选地,第一阈值与目标距离对应,在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,比如,在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件,当将第一视角的游戏画面移动与第一阈值对应的目标移动距离,从而得到第二视角的游戏画面,实现了提高游戏客户端的控制效率的技术效果。
作为一种可选的实施方式,步骤S502,在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件包括:在旋转数据大于等于第一阈值,且小于第二阈值的情况下,确定相对方位数据符合目标条件。
该实施例在确定相对方位数据是否符合目标条件时,除了判断旋转数据是否大于等于第一阈值之外,还判断旋转数据是否小于第二阈值。第二阈值可以为目标角度,判断使第一方位数据变化到第二方位数据的旋转数据是否小于第二阈值,在旋转数据大于等于第一阈值,且小于第二阈值的情况下,确定相对方位数据符合目标条件,从而避免移动终端在切换游戏画面时的误操作,保证了操作的可靠性。
作为一种可选的实施方式,在步骤S206,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,接收用于将第一阈值调整为第三阈值的第一调整参数;步骤S502,在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件包括:在旋转数据大于等于第三阈值的情况下,确定相对方位数据符合目标条件。
图7是根据本申请实施例的另一种游戏客户端的控制方法的流程图。如图7所示,该方法包括以下步骤:
步骤S701,接收第一调整参数,其中,第一调整参数用于将第一阈值调整为第三阈值。
在本申请上述步骤S701提供的技术方案中,接收第一调整参数,其中,第一调整参数用于将第一阈值调整为第三阈值。
该实施例的用于判断第二方位数据和第一方位数据之间的相对方位数据是否符合目标条件的阈值可以为默认阈值,也可以对该默认阈值进行调整。可选地,游戏客户端的目标界面用于对游戏画面的切换的参数进行设置,通过游戏客户端的目标界面接收第一调整参数,通过该第一调整参数将第一阈值调整为第三阈值。可选地,游戏客户端的目标界面上显示阈值可以调整的范围,可以通过目标图标和文字信息指示阈值可以调整的范围,比如,通过圆形图标指示阈值是偏小设置,还是偏大设置,从而适应不同用户的操作习惯,提升了用户体验。
可选地,游戏客户端的用于设置游戏画面切换的参数的功能默认是关闭的,可以在该功能开启之后,对用于游戏画面切换的参数进行设置。
步骤S702,在旋转数据大于等于第三阈值的情况下,确定相对方位数据符合目标条件。
在本申请上述步骤S702提供的技术方案中,在旋转数据大于等于第三阈值的情况下,确定相对方位数据符合目标条件。
在通过第一调整参数将第一阈值调整为第三阈值之后,判断旋转数据是否大于等于第三阈值,如果判断出旋转数据大于等于第三阈值,则确定相对方位数据符合目标条件。
该实施例在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,通过第一调整参数将第一阈值调整为第三阈值,在旋转数据大于等于第三阈值的情况下,确定相对方位数据符合目 标条件,进而将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,从而实现了提高游戏客户端的控制效率的技术效果。
作为一种可选的实施方式,在步骤S206,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,该方法还包括:接收用于对游戏画面从第一视角变化到第二视角的变化速度进行调整,得到目标变化速度的第二调整参数;步骤S206,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面包括:控制游戏客户端的游戏画面按照目标变化速度从第一视角变化到第二视角。
图8是根据本申请实施例的另一种游戏客户端的控制方法的流程图。如图8所示,该方法包括以下步骤:
步骤S801,接收第二调整参数。
在本申请上述步骤S801提供的技术方案中,接收第二调整参数,其中,第二调整参数用于对游戏画面从第一视角变化到第二视角的变化速度进行调整,得到目标变化速度。
该实施例的游戏画面从第一视角变化到第二视角的变化速度可以为默认速度,也可以对该默认速度进行调整。可选地,通过游戏客户端的目标界面接收第二调整参数,通过该第二调整参数将游戏画面从第一视角变化到第二视角的变化速度进行调整,该变化速度也即为游戏画面的镜头移动速度,进而得到目标变化速度。可选地,游戏客户端的目标界面上显示变化速度可以调整的范围,可以通过目标图标和文字信息指示变化速度可以调整的范围,比如,通过圆形图标指示变化速度是偏慢设置,还是偏快设置。当目标变化速度的值越大时,目标检测装置随移动终端旋转度的角度所对应的游戏画面的移动距离就越大,也即,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的速度越快。
步骤S802,控制游戏客户端的游戏画面按照目标变化速度从第一视 角变化到第二视角。
在本申请上述步骤S802提供的技术方案中,控制游戏客户端的游戏画面按照目标变化速度从第一视角变化到第二视角。
在通过第二调整参数对游戏画面从第一视角变化到第二视角的变化速度进行调整,得到目标变化速度之后,控制游戏客户端的游戏画面按照目标变化速度从第一视角变化到第二视角,进而实现了将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面。
该实施例在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,通过第二调整参数用于对游戏画面从第一视角变化到第二视角的变化速度进行调整,得到目标变化速度,从而适应不同用户的操作习惯,并且控制游戏客户端的游戏画面按照目标变化速度从第一视角变化到第二视角,实现了将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,提高了游戏客户端的控制效率。
作为一种可选的实施方式,在步骤S206,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之后,该方法还包括:接收用于重置游戏画面的视角的重置命令,得到第三视角;在接收到重置指令之后,保存第二方位数据,并获取由目标检测装置检测得到的第三方位数据;在第三方位数据和第二方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第三视角的游戏画面切换到第四视角的游戏画面,其中,第三视角不同于第四视角。
图9是根据本申请实施例的另一种游戏客户端的控制方法的流程图。如图9所示,该方法还包括:
步骤S901,接收重置指令。
在本申请上述步骤S901提供的技术方案中,接收重置指令,其中,重置指令用于重置游戏画面的视角,得到第三视角。
在该实施例中,可以对游戏画面的视角进行重置。当移动终端的位置发生偏离时,比如,第二方位数据在第三坐标轴上相对于第一方位数据有变化时,确定移动终端的位置发生偏离,需要重置游戏画面的视角,也即,对用于控制游戏画面的视角的摄像机重置,比如,对用于控制游戏画面的视角的镜头重置。可选地,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之后,判断是否接收到了重置命令,也即,判断是否对用于控制游戏画面的视角的摄像机进行重置。接收到重置指令之后,重置游戏画面的视角,得到第三视角。可选地,该重置指令可以通过游戏客户端的游戏画面上的目标区域来接收,比如,通过游戏客户端的游戏画面上的重置按钮来接收。
步骤S902,保存第二方位数据,并获取由目标检测装置检测得到的第三方位数据。
在本申请上述步骤S902提供的技术方案中,在接收到重置指令之后,保存第二方位数据,并获取由目标检测装置检测得到的第三方位数据,其中,第三方位数据用于指示移动终端所处的第三方位,第三方位不同于第二方位。
在得到第三视角之后,保存第二方位数据,获取由目标检测装置检测得到的第三方位数据,该第三方位数据用于指示在重置游戏画面的视角之后,移动终端所处的第三方位。
可选地,该实施例的第三方位数据为移动终端在摆动的过程中,最终停止的方位。
可选地,第三方位包括第三方向和第三位置,第三方位数据包括第三方向数据和第三位置数据,第三方位数据用于指示移动终端所处的第三方位,第三位置数据用于指示移动终端所处的第三位置。
步骤S903,将游戏客户端显示的游戏画面从第三视角的游戏画面切换到第四视角的游戏画面。
在本申请上述步骤S903提供的技术方案中,在第三方位数据和第二方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第三视角的游戏画面切换到第四视角的游戏画面,其中,第三视角不同于第四视角。
在第三方位数据和第二方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第三视角的游戏画面切换到第四视角的游戏画面,该第四视角不同于第三视角,第四视角的游戏画面为用户期望游戏客户端显示的游戏画面,以对游戏客户端执行操作,从而避免了不必要的手动滑屏操作,提高游戏客户端的控制效率。
该实施例通过在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之后,通过重置指令重置游戏画面的视角,得到第三视角;在接收到重置指令之后,保存第二方位数据,并获取由目标检测装置检测得到的第三方位数据;在第三方位数据和第二方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第三视角的游戏画面切换到第四视角的游戏画面,实现了提高游戏客户端的控制效率的技术效果。
作为一种可选的实施方式,步骤S202,获取由目标检测装置检测得到的第一方位数据包括:通过触屏控制指令控制游戏画面的视角进行变化;在通过触屏控制指令控制游戏画面的视角变化至第一视角时,获取由目标检测装置检测得到的第一方位数据;或者当在游戏客户端的目标区域上接收到目标操作时,获取由目标检测装置检测得到的第一方位数据。
图10是根据本申请实施例的一种获取由目标检测装置检测得到的第一方位数据的方法的流程图。如图10所示,该方法包括以下步骤:
步骤S1001,通过触屏控制指令控制游戏画面的视角进行变化。
在本申请上述步骤S1001提供的技术方案中,通过触屏控制指令控制游戏画面的视角进行变化,其中,触屏控制指令由触屏操作产生。
该实施例还可以使用触屏控制指令对游戏客户端的游戏画面进行切换。触屏控制指令由用户的触屏操作产生,比如,用户通过手指对移动终端的屏幕进行滑动操作而产生的触屏控制指令。在接收到触屏控制指令之后,控制游戏画面的视角进行切换,该游戏画面可以随着用户手指移动的方向移动。
步骤S1002,在通过触屏控制指令控制游戏画面的视角变化至第一视角时,获取由目标检测装置检测得到的第一方位数据。
在本申请上述步骤S1002提供的技术方案中,在通过触屏控制指令控制游戏画面的视角变化至第一视角时,获取由目标检测装置检测得到的第一方位数据。
在通过触屏控制指令控制游戏画面的视角进行变化的过程中,当通过触屏控制指令控制游戏画面的视角变化至第一视角时,获取由目标检测装置检测得到的第一方位数据,也即,在通过触屏控制指令控制游戏画面的视角进行变化的过程中,当需要通过移动终端的相对方位数据控制游戏画面的切换时,则可以由目标检测装置检测得到移动终端的相对方位数据,进而在相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,从而实现了目标检测装置检测移动终端的方位数据与触屏操作相叠加的目的,实现了提高游戏客户端的控制效率的技术效果,提升了用户体验。
可选地,当在游戏客户端的目标区域上接收到目标操作时,获取由目标检测装置检测得到的第一方位数据,该目标区域可以为游戏客户端上的小地图,从而实现了目标检测装置检测移动终端的方位数据与目标操作相叠加的目的,实现了提高游戏客户端的控制效率的技术效果,提升了用户体验。
该实施例通过触屏控制指令控制游戏画面的视角进行变化,在通过触屏控制指令控制游戏画面的视角变化至第一视角时,获取由目标检测装置检测得到的第一方位数据,既可以达到控制镜头移动以切换游戏画面的目 的,又不会代替手动滑屏操作。
作为一种可选的实施方式,目标检测装置为陀螺仪或者重力感应器。
在本申请实施例中,该目标检测装置随移动终端的摆动而摆动,用于检测移动终端的方位数据,优选为陀螺仪。在移动终端上,仅用加速度计(G-sensor)是无法测量或重构出完整的三维动作,测不到转动的动作,加速度计只能检测轴向的线性动作。而陀螺仪则可以对转动、偏转的动作做很好的测量,这样就可以精确分析判断出移动终端的实际动作,进而根据移动终端的动作,可以对游戏客户端做相应的操作,实现了提高游戏客户端的控制效率的技术效果。
可选地,该实施例的目标检测装置为重力感应器,该重力感应器可以为重力感应芯片,通过由X轴、Y轴、Z轴所构成的角度来计算移动终端倾斜的角度。
下面结合优选的实施例对本申请的技术方案进行说明,该实施例的技术方案应用在移动终端,具体以设置在移动终端中的目标检测装置为陀螺仪进行举例说明。
在该实施例中,陀螺仪是为了便捷游戏画面视角的判断,辅助镜头移动到固定游戏画面的可视范围之外的画面,但并不是全程靠陀螺仪来控制游戏画面的整场视角。可选地,将陀螺仪随移动终端翻转的角度和游戏画面的移动距离设为一个目标值。
在该实施例中,为了避免游戏画面切换的误操作,可以将陀螺仪随移动终端的翻转而翻转的最小翻转角度值设为A角度,在超过A角度之后,触发镜头移动游戏画面的距离为B值。
举例而言,当移动终端翻转目标A角度之后,触发用于控制游戏画面视角的镜头进行移动,当移动到目标B距离时,则游戏画面停止变化,从而避免了由于轻微晃动终端导致游戏画面切换的误操作,也保证了用户操作的可靠性。
可选地,该实施例在实现游戏画面切换时,目标A角度有最小值和最大值,其中,最小值为5度,最大值为40度。
图11是根据本申请实施例的一种陀螺仪翻转角度的示意图。如图11所示,虚拟箭头可以用于指示游戏画面的视角,当陀螺仪往右下翻转时,虚线箭头可以与位置1重合,游戏客户端的游戏画面显示为位置1对应的视角的游戏画面;当陀螺仪往左上翻转时,虚线箭头可以为位置2重合,游戏客户端的游戏画面显示为位置2对应的视角的游戏画面。
图12是根据本申请实施例的另一种游戏客户端的控制方法的流程图。如图12所示,该方法包括以下步骤:
步骤S1201,保存陀螺仪检测到的原方位P1。
游戏客户端的游戏画面在原方位P1下处于第一视角。
步骤S1202,获取陀螺仪在游戏画面的当前帧检测到的新方位P2。
在保存陀螺仪检测到的原方位P1之后,获取陀螺仪在游戏画面的当前帧检测到的新方位P2。游戏客户端的游戏画面在新方位P2下处于第二视角。
步骤S1203,计算原方位P1到新方位P2在X轴上的旋转度数Rx,在Y轴上的旋转度数Ry。
在获取陀螺仪在游戏画面的当前帧检测到的新方位P2之后,计算原方位P1到新方位P2在X轴上的旋转度数Rx,在Y轴上的旋转度数Ry。
步骤S1204,判断旋转度数Rx和Ry是否小于阈值。
在计算原方位P1到新方位P2在X轴上的旋转度数Rx,在Y轴上的旋转度数Ry之后,判断旋转度数Rx和Ry是否小于阈值。如果判断出旋转度数Rx和Ry不小于阈值,执行步骤S1205,如果判断出旋转度数Rx和Ry小于阈值,执行步骤S1201。
步骤S1205,将旋转度数Rx和Ry分别作用到摄像机的X轴和Y轴, 得到X轴坐标值和Y轴坐标值。
在判断旋转度数Rx和Ry是否小于阈值之后,如果判断出旋转度数Rx和Ry不小于阈值,将旋转度数Rx和Ry分别作用到摄像机的X轴和Y轴,得到X轴坐标值和Y轴坐标值。
步骤S1206,判断是否重置了摄像机。
在将旋转度数Rx和Ry分别作用到摄像机的X轴和Y轴,得到X轴坐标值和Y轴坐标值之后,将第一视角的游戏画面在X轴方向上移动X轴值,并且将第一视角的游戏画面在Y轴方向上移动Y轴坐标值,以得到第二视角的游戏画面。在得到第二视角的游戏画面之后,判断是否重置了用于控制游戏画面的视角的摄像机,如果判断出没有重置摄像机,则执行步骤S1202。如果判断出重置了摄像机,则执行步骤S1201。
步骤S1207,不移动摄像机。
在判断旋转度数Rx和Ry是否小于阈值之后,如果判断出旋转度数Rx和Ry小于阈值,则不移动摄像机,重新获取陀螺仪在游戏画面的当前帧检测到的新方位P2。
该实施例加入陀螺仪,采用翻转角度的限制和镜头移动距离的控制,来达到游戏画面切换的目的,还可以在局内加入即时校准界面,使得在变换移动终端的姿势时,根据陀螺仪的位置变化及时重置游戏画面。
图13是根据本申请实施例的一种移动终端的坐标系的示意图。如图13所示,该移动终端的坐标系为三维坐标系,包括X轴、Y轴和Z轴,其中,X轴包括-X和+X,Y轴包括-Y和+Y,Z轴包括-Z和+Z。该实施例可以计算陀螺仪检测出的移动终端的第一方位数据到第二方位数据在Y轴上的旋转度数,计算第一方位数据到第二方位数据在X轴上的旋转度数。当第二方位数据在Z轴上相对于第一方位数据有变化时,确定移动终端的位置发生偏离,需要重置游戏画面的视角。
该实施例的陀螺仪与手动滑屏操作以及游戏画面的小地图可以采用 叠加关系,从而保证了操作体验的一致性。
该实施例还可以在局内添重置按钮,通过该重置按钮保证移动终端的位置在偏离时,即时地校准。
需要说明的是,由于陀螺仪与重力感应器的原理类似,可以使用重力感应实现本申请实施例的相同做法,但重力感应和陀螺仪的硬件实现方式不同,优选使用陀螺仪。
本申请实施例的应用环境可以但不限于参照上述实施例中的应用环境,本实施例中对此不再赘述。本申请实施例提供了用于实施游戏客户端的控制方法的一种可选的具体应用。
该实施例的游戏客户端包括移动终端上的操作设置界面,下面对游戏客户端的操作设置界面进行介绍。
图14是根据本申请实施例的一种操作设置界面的示意图。如图14所示,该操作设置界面可以用于陀螺仪的调试,包括对翻转范围的设置和对镜头移动速度的设置。在打开操作界面时,右下方的陀螺仪调试默认是关闭的,在勾选之后,会调出陀螺仪参数的调整。比如,对镜头移动速度的调整,为陀螺仪翻转一定角度时对应的镜头移动速度,当镜头移动速度越大时,游戏客户端的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的速度越快。再比如,对翻转范围的调整,当陀螺仪随移动终端的翻转而翻转的角度超过该翻转范围时,用于控制游戏画面的视角的镜头开始移动,当翻转范围越小时,触发镜头移动就越容易,当翻转范围越大时,触发镜头移动就越难。
需要说明的是,图14所示的操作设置界面中的其它设置参数仅为该实施例的示例,并不为该实施例的技术方案造成限定。
图15是根据本申请实施例的一种游戏客户端的游戏画面显示的示意图。如图15所示,为游戏客户端的控制方法的产品应用场景,当通过虚拟角色想要精准地打击敌方右上角开团的C位时,但是屏幕看不到那么 远,显示并不明显,此时游戏客户端的游戏画面为第一视角的游戏画面。
图16是根据本申请实施例的另一种游戏客户端的游戏画面显示的示意图。如图16所示,为游戏客户端的控制方法的另一种产品应用场景,该游戏画面为图15所示游戏画面在陀螺仪往右上翻转之后,得到的第二视角的游戏画面,此时而通过陀螺仪往右上翻转,移动第一游戏画面,得到第二视角的游戏画面,则完全显示出开团的C位,进而可以达到精准打击右上角开团的C位的目的。
图17是根据本申请实施例的另一种游戏客户端的游戏画面显示的示意图。如图17所示,为游戏客户端的控制方法的另一种产品应用场景,通过虚拟角色想要观察左下角的情况,可以通过陀螺仪随移动终端的翻转而翻转,使用于控制游戏画面的视角的镜头移动,得到游戏画面切换的目的,比如,游戏画面(由矩形框表示)1、2、3的切换。
图18是根据本申请实施例的一种游戏客户端的重置按钮的示意图。如图18所示,为游戏客户端的控制方法的另一种产品应用场景,在屏幕右下角的圆圈表示重置按钮,在用户点击该重置按钮之后,则可以实现用于控制游戏画面的视角的镜头重置。
通常游戏玩家在右滑动右屏移动镜头时候,不能操作右屏上的其它界面按钮,而该实施例通过陀螺仪镜头移动则可以解决不必要的右手滑屏移动。该实施例可以实现利用陀螺仪镜头移动来辅助手机MOBA游戏的镜头控制,是摇杆式走入MOBA手游的一个突破。为游戏玩家在战局内关键时刻或者要进行高精度操作的时候提供了便捷性,提高了游戏客户端的控制效率。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须 的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
根据本申请实施例的另一方面,还提供了一种用于实施上述游戏客户端的控制方法的游戏客户端的控制装置。图19是根据本申请实施例的一种游戏客户端的控制装置的示意图。如图所示,该装置可以包括:第一获取单元10、第二获取单元20和控制单元30。
第一获取单元10,被设置为在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,游戏客户端安装在移动终端中,目标检测装置设置在移动终端中,游戏客户端的游戏画面在第一方位数据下处于第一视角,第一方位数据用于指示移动终端所处的第一方位。
第二获取单元20,被设置为在移动终端摆动的过程中,获取由目标检测装置检测得到的第二方位数据,其中,第二方位数据用于指示移动终端所处的第二方位,第二方位不同于第一方位。
控制单元30,被设置为在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,其中,第二视角不同于第一视角。
需要说明的是,该实施例中的第一获取单元10可以被设置为执行步骤S202,该实施例中的第二获取单元20可以被设置为执行步骤S204,该实施例中的控制单元30可以被设置为执行步骤S206。
此处需要说明的是,上述单元与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述单元作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。其中,硬件环境包括网络环境。
根据本申请实施例的另一方面,还提供了一种被设置为实施上述游戏客户端的控制方法的电子装置。
图20是根据本申请实施例的一种的电子装置的结构框图。如图20所示,该的电子装置可以包括:一个或多个(图中仅示出一个)处理器201、存储器203。可选地,如图20所示,该电子装置还可以包括传输装置205、输入输出设备207。
其中,存储器203可被设置为存储软件程序以及模块,如本申请实施例中的游戏客户端的控制方法和装置对应的程序指令/模块,处理器201通过运行存储在存储器203内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的游戏客户端的控制方法。存储器203可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器203可进一步包括相对于处理器201远程设置的存储器,这些远程存储器可以通过网络连接至电子装置。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置205被设置为经由一个网络接收或者发送数据,还可以被设置为实现处理器与存储器之间的数据传输。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置205包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置205为射频(Radio Frequency,RF)模块,其被设置为通过无线方式与互联网进行通讯。
其中,可选地,存储器203被设置为存储应用程序。
处理器201可以通过传输装置205调用存储器203存储的应用程序,以执行下述步骤:
在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,游戏客户端安装在移动终端中,目标检测装置设置在移动终端中,游戏客户端的游戏画面在第一方位数据下处于第一视角,第一方位数据用于指示移动终端所处的第一方位;
在移动终端摆动的过程中,获取由目标检测装置检测得到的第二方位数据,其中,第二方位数据用于指示移动终端所处的第二方位,第二方位不同于第一方位;
在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,其中,第二视角不同于第一视角。
处理器201还被设置为执行下述步骤:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的过程中,通过游戏客户端接收操作指令,其中,操作指令用于指示游戏客户端执行目标操作;在接收到操作指令之后,控制游戏客户端执行目标操作。
处理器201还被设置为执行下述步骤:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,获取用于使第一方位数据变化到第二方位数据的旋转数据,其中,旋转数据用于指示移动终端从第一方位旋转至第二方位的旋转角度,相对方位数据包括旋转数据;在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
处理器201还被设置为执行下述步骤:获取在从第一方位数据变化到第二方位数据时,移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据,其中,第一旋转数据用于指示移动终端绕第一坐标轴旋转的角度,第二旋转数据用于指示移动终端绕第二坐标轴旋转的 角度;在第一旋转数据大于等于第一阈值,且在第二旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
处理器201还被设置为执行下述步骤:在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,获取与第一旋转数据对应的第一坐标值和与第二旋转数据对应的第二坐标值,其中,第一坐标值用于在第一方向上确定第二视角的游戏画面,第二坐标值用于在第二方向上确定第二视角的游戏画面;在确定相对方位数据符合目标条件的情况下,将第一视角的游戏画面在第一方向上移动第一坐标值,并且将第一视角的游戏画面在第二方向上移动第二坐标值,以得到第二视角的游戏画面。
处理器201还被设置为执行下述步骤:在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将第一视角的游戏画面移动与第一阈值对应的目标移动距离,得到第二视角的游戏画面。
处理器201还被设置为执行下述步骤:在旋转数据大于等于第一阈值,且小于第二阈值的情况下,确定相对方位数据符合目标条件。
处理器201还被设置为执行下述步骤:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,接收第一调整参数,其中,第一调整参数用于将第一阈值调整为第三阈值;在旋转数据大于等于第三阈值的情况下,确定相对方位数据符合目标条件。
处理器201还被设置为执行下述步骤:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,接收第二调整参数,其中,第二调整参数用于对游戏画面从第一视角变化到第二视角的变化速度进行调整,得到目标变化速度;控制游戏客户端的游戏画面按照目标变化速度从第一视角变化到第二视角。
处理器201还被设置为执行下述步骤:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之后,接收重置指令,其中,重置指令用于重置游戏画面的视角,得到第三视角;在接收到 重置指令之后,保存第二方位数据,并获取由目标检测装置检测得到的第三方位数据,其中,第三方位数据用于指示移动终端所处的第三方位,第三方位不同于第二方位;在第三方位数据和第二方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第三视角的游戏画面切换到第四视角的游戏画面,其中,第三视角不同于第四视角。
处理器201还被设置为执行下述步骤:通过触屏控制指令控制游戏画面的视角进行变化,其中,触屏控制指令由触屏操作产生;在通过触屏控制指令控制游戏画面的视角变化至第一视角时,获取由目标检测装置检测得到的第一方位数据;或者当在游戏客户端的目标区域上接收到目标操作时,获取由目标检测装置检测得到的第一方位数据。
采用本申请实施例,提供了一种游戏客户端的控制方法。在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,游戏客户端的游戏画面在第一方位数据下处于第一视角;获取由目标检测装置检测得到的第二方位数据,第二方位数据用于指示移动终端所处的第二方位;在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面。由于通过目标检测装置检测到移动终端在摆动过程中的方位数据,在方位数据的变化满足一定条件的情况下,控制游戏画面的变化,避免了不必要的手动滑屏操作,从而实现了提高游戏客户端的控制效率的技术效果,进而解决了相关技术中游戏客户端控制的效率低的技术问题。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
本领域普通技术人员可以理解,图20所示的结构仅为示意,电子装置可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图20其并不对上述电子装置的结构造成限定。例如,电子装置还可包括 比图20中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图20所示不同的配置。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
本申请的实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以用于执行游戏客户端的控制方法的程序代码。
可选地,在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:
在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,游戏客户端安装在移动终端中,目标检测装置设置在移动终端中,游戏客户端的游戏画面在第一方位数据下处于第一视角,第一方位数据用于指示移动终端所处的第一方位;
在移动终端摆动的过程中,获取由目标检测装置检测得到的第二方位数据,其中,第二方位数据用于指示移动终端所处的第二方位,第二方位不同于第一方位;
在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面,其中,第二视角不同于第一视角。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面的过程中,通过游戏客户端接收操作指令,其中,操作指令用于 指示游戏客户端执行目标操作;在接收到操作指令之后,控制游戏客户端执行目标操作。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,获取用于使第一方位数据变化到第二方位数据的旋转数据,其中,旋转数据用于指示移动终端从第一方位旋转至第二方位的旋转角度,相对方位数据包括旋转数据;在旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:获取在从第一方位数据变化到第二方位数据时,移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据,其中,第一旋转数据用于指示移动终端绕第一坐标轴旋转的角度,第二旋转数据用于指示移动终端绕第二坐标轴旋转的角度;在第一旋转数据大于等于第一阈值,且在第二旋转数据大于等于第一阈值的情况下,确定相对方位数据符合目标条件。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,获取与第一旋转数据对应的第一坐标值和与第二旋转数据对应的第二坐标值,其中,第一坐标值用于在第一方向上确定第二视角的游戏画面,第二坐标值用于在第二方向上确定第二视角的游戏画面;在确定相对方位数据符合目标条件的情况下,将第一视角的游戏画面在第一方向上移动第一坐标值,并且将第一视角的游戏画面在第二方向上移动第二坐标值,以得到第二视角的游戏画面。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在第二方位数据和第一方位数据之间的相对方位数据符合目标条件的情况下,将第一视角的游戏画面移动与第一阈值对应的目标移动距离,得到第二视角的游戏画面。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在旋转数据大于等于第一阈值,且小于第二阈值的情况下,确定相对方位数据符合目标条件。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,接收第一调整参数,其中,第一调整参数用于将第一阈值调整为第三阈值;在旋转数据大于等于第三阈值的情况下,确定相对方位数据符合目标条件。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之前,接收第二调整参数,其中,第二调整参数用于对游戏画面从第一视角变化到第二视角的变化速度进行调整,得到目标变化速度;控制游戏客户端的游戏画面按照目标变化速度从第一视角变化到第二视角。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:在将游戏客户端显示的游戏画面从第一视角的游戏画面切换到第二视角的游戏画面之后,接收重置指令,其中,重置指令用于重置游戏画面的视角,得到第三视角;在接收到重置指令之后,保存第二方位数据,并获取由目标检测装置检测得到的第三方位数据,其中,第三方位数据用于指示移动终端所处的第三方位,第三方位不同于第二方位;在第三方位数据和第二方位数据之间的相对方位数据符合目标条件的情况下,将游戏客户端显示的游戏画面从第三视角的游戏画面切换到第四视角的游戏画面,其中,第三视角不同于第四视角。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:通过触屏控制指令控制游戏画面的视角进行变化,其中,触屏控制指令由触屏操作产生;在通过触屏控制指令控制游戏画面的视角变化至第一视角时,获取由目标检测装置检测得到的第一方位数据;或者当在游戏客户端的目标区域上接收到目标操作时,获取由目标检测装置检测得到的第一方 位数据。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地 方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (15)

  1. 一种游戏客户端的控制方法,包括:
    在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,所述游戏客户端安装在移动终端中,所述目标检测装置设置在所述移动终端中,所述游戏客户端的游戏画面在所述第一方位数据下处于第一视角,所述第一方位数据用于指示所述移动终端所处的第一方位;
    在所述移动终端摆动的过程中,获取由所述目标检测装置检测得到的第二方位数据,其中,所述第二方位数据用于指示所述移动终端所处的第二方位,所述第二方位不同于所述第一方位;
    在所述第二方位数据和所述第一方位数据之间的相对方位数据符合目标条件的情况下,将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到第二视角的游戏画面,其中,所述第二视角不同于所述第一视角。
  2. 根据权利要求1所述的方法,其中,在将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到所述第二视角的游戏画面的过程中,所述方法还包括:
    通过所述游戏客户端接收操作指令,其中,所述操作指令用于指示所述游戏客户端执行目标操作;
    在接收到所述操作指令之后,控制所述游戏客户端执行所述目标操作。
  3. 根据权利要求1所述的方法,其中,在将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到第二视角的游戏画面之前,所述方法还包括:
    获取用于使所述第一方位数据变化到所述第二方位数据的旋转数据,其中,所述旋转数据用于指示所述移动终端从所述第一方位旋 转至所述第二方位的旋转角度,所述相对方位数据包括所述旋转数据;
    在所述旋转数据大于等于第一阈值的情况下,确定所述相对方位数据符合所述目标条件。
  4. 根据权利要求3所述的方法,其中,
    获取用于使所述第一方位数据变化到所述第二方位数据的所述旋转数据包括:获取在从所述第一方位数据变化到所述第二方位数据时,所述移动终端绕第一坐标轴旋转的第一旋转数据,绕第二坐标轴旋转的第二旋转数据,其中,所述第一旋转数据用于指示所述移动终端绕所述第一坐标轴旋转的角度,所述第二旋转数据用于指示所述移动终端绕所述第二坐标轴旋转的角度;
    在所述旋转数据大于等于所述第一阈值的情况下,确定所述相对方位数据符合所述目标条件包括:在所述第一旋转数据大于等于所述第一阈值,且在所述第二旋转数据大于等于所述第一阈值的情况下,确定所述相对方位数据符合所述目标条件。
  5. 根据权利要求4所述的方法,其中,在所述第二方位数据和所述第一方位数据之间的所述相对方位数据符合所述目标条件的情况下,将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到所述第二视角的游戏画面包括:
    获取与所述第一旋转数据对应的第一坐标值和与所述第二旋转数据对应的第二坐标值,其中,所述第一坐标值用于在第一方向上确定所述第二视角的游戏画面,所述第二坐标值用于在第二方向上确定所述第二视角的游戏画面;
    在确定所述相对方位数据符合所述目标条件的情况下,将所述第一视角的游戏画面在所述第一方向上移动所述第一坐标值,并且将所述第一视角的游戏画面在所述第二方向上移动所述第二坐标值,以得到所述第二视角的游戏画面。
  6. 根据权利要求3所述的方法,其中,在所述第二方位数据和所述第一方位数据之间的所述相对方位数据符合所述目标条件的情况下,将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到所述第二视角的游戏画面包括:
    将所述第一视角的游戏画面移动与所述第一阈值对应的目标移动距离,得到所述第二视角的游戏画面。
  7. 根据权利要求3所述的方法,其中,在所述旋转数据大于等于第一阈值的情况下,确定所述相对方位数据符合所述目标条件包括:
    在所述旋转数据大于等于所述第一阈值,且小于第二阈值的情况下,确定所述相对方位数据符合所述目标条件。
  8. 根据权利要求3至7中任意一项所述的方法,其中,
    在将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到第二视角的游戏画面之前,所述方法还包括:接收第一调整参数,其中,所述第一调整参数用于将所述第一阈值调整为第三阈值;
    在所述旋转数据大于等于第一阈值的情况下,确定所述相对方位数据符合所述目标条件包括:在所述旋转数据大于等于所述第三阈值的情况下,确定所述相对方位数据符合所述目标条件。
  9. 根据权利要求1至7中任意一项所述的方法,其中,
    在将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到所述第二视角的游戏画面之前,所述方法还包括:接收第二调整参数,其中,所述第二调整参数用于对所述游戏画面从所述第一视角变化到所述第二视角的变化速度进行调整,得到目标变化速度;
    将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到第二视角的游戏画面包括:控制所述游戏客户端的游戏画面按照所述目标变化速度从所述第一视角变化到所述第二视角。
  10. 根据权利要求1至7中任意一项所述的方法,其中,在将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到所述第二视角的游戏画面之后,所述方法还包括:
    接收重置指令,其中,所述重置指令用于重置所述游戏画面的视角,得到第三视角;
    在接收到所述重置指令之后,保存所述第二方位数据,并获取由所述目标检测装置检测得到的第三方位数据,其中,所述第三方位数据用于指示所述移动终端所处的第三方位,所述第三方位不同于所述第二方位;
    在所述第三方位数据和所述第二方位数据之间的相对方位数据符合目标条件的情况下,将所述游戏客户端显示的游戏画面从所述第三视角的游戏画面切换到第四视角的游戏画面,其中,所述第三视角不同于所述第四视角。
  11. 根据权利要求1至7中任意一项所述的方法,其中,获取由目标检测装置检测得到的第一方位数据包括:
    通过触屏控制指令控制所述游戏画面的视角进行变化,其中,所述触屏控制指令由触屏操作产生;在通过所述触屏控制指令控制所述游戏画面的视角变化至所述第一视角时,获取由所述目标检测装置检测得到的所述第一方位数据;或者
    当在所述游戏客户端的目标区域上接收到目标操作时,获取由所述目标检测装置检测得到的所述第一方位数据。
  12. 根据权利要求1至7中任意一项所述的方法,其中,所述目标检测装置为陀螺仪或者重力感应器。
  13. 一种游戏客户端的控制装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:
    第一获取单元,被设置为在游戏客户端运行的过程中,获取由目标检测装置检测得到的第一方位数据,其中,所述游戏客户端安装在移动终端中,所述目标检测装置设置在所述移动终端中,所述游戏客户端的游戏画面在所述第一方位数据下处于第一视角,所述第一方位数据用于指示所述移动终端所处的第一方位;
    第二获取单元,被设置为在所述移动终端摆动的过程中,获取由所述目标检测装置检测得到的第二方位数据,其中,所述第二方位数据用于指示所述移动终端所处的第二方位,所述第二方位不同于所述第一方位;
    控制单元,被设置为在所述第二方位数据和所述第一方位数据之间的相对方位数据符合目标条件的情况下,将所述游戏客户端显示的游戏画面从所述第一视角的游戏画面切换到第二视角的游戏画面,其中,所述第二视角不同于所述第一视角。
  14. 一种存储介质,其中,所述存储介质包括存储的程序,其中,所述程序运行时执行所述权利要求1至12任一项中所述的游戏客户端的控制方法。
  15. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,其中,所述处理器通过所述计算机程序执行所述权利要求1至12任一项中所述的游戏客户端的控制方法。
PCT/CN2018/106529 2017-09-25 2018-09-19 游戏客户端的控制方法、装置、存储介质和电子装置 WO2019057091A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US16/572,716 US11007426B2 (en) 2017-09-25 2019-09-17 Game client control method and apparatus, storage medium, and electronic apparatus

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN201710877403.8A CN109550246B (zh) 2017-09-25 2017-09-25 游戏客户端的控制方法、装置、存储介质和电子装置
CN201710877403.8 2017-09-25

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US16/572,716 Continuation US11007426B2 (en) 2017-09-25 2019-09-17 Game client control method and apparatus, storage medium, and electronic apparatus

Publications (1)

Publication Number Publication Date
WO2019057091A1 true WO2019057091A1 (zh) 2019-03-28

Family

ID=65811080

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2018/106529 WO2019057091A1 (zh) 2017-09-25 2018-09-19 游戏客户端的控制方法、装置、存储介质和电子装置

Country Status (3)

Country Link
US (1) US11007426B2 (zh)
CN (1) CN109550246B (zh)
WO (1) WO2019057091A1 (zh)

Families Citing this family (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US11474620B2 (en) * 2019-03-01 2022-10-18 Sony Interactive Entertainment Inc. Controller inversion detection for context switching
CN110180168B (zh) * 2019-05-31 2022-12-23 网易(杭州)网络有限公司 一种游戏画面的显示方法及装置、存储介质和处理器
US11379061B2 (en) * 2019-08-09 2022-07-05 Beijing Xiaomi Mobile Software Co., Ltd. Nanjing Branch Display mode switching method, apparatus, device, and medium
CN110928430A (zh) * 2019-11-22 2020-03-27 深圳市毕美科技有限公司 用于iOS设备三维模型漫游的位置切换方法、系统、装置及存储介质
CN110865711A (zh) * 2019-11-22 2020-03-06 深圳市毕美科技有限公司 用于Android设备三维模型漫游的位置切换方法、系统、装置及存储介质
CN111013147B (zh) * 2019-12-11 2023-03-28 米哈游科技(上海)有限公司 双轮载具的效果渲染方法、装置、存储介质及电子设备
CN111246095B (zh) 2020-01-17 2021-04-27 腾讯科技(深圳)有限公司 控制镜头运动的方法、装置、设备及存储介质
CN112784081A (zh) * 2021-01-22 2021-05-11 维沃移动通信(杭州)有限公司 一种图像显示方法、装置及电子设备
CN113157593B (zh) * 2021-05-24 2024-05-10 网易(杭州)网络有限公司 性能数据采集方法及装置、系统、电子设备、存储介质

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120088582A1 (en) * 2010-10-08 2012-04-12 Primax Electronics Ltd. Separable game controller
CN105148514A (zh) * 2015-09-06 2015-12-16 骆凌 一种游戏视角控制装置和方法
CN105975061A (zh) * 2016-04-26 2016-09-28 乐视控股(北京)有限公司 虚拟现实场景的控制方法、装置及手柄
CN106293070A (zh) * 2016-07-27 2017-01-04 网易(杭州)网络有限公司 虚拟角色视角方向控制方法及装置
CN106648084A (zh) * 2016-12-09 2017-05-10 深圳市天易联科技有限公司 虚拟现实设备中的数据处理方法及装置

Family Cites Families (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8462109B2 (en) * 2007-01-05 2013-06-11 Invensense, Inc. Controlling and accessing content using motion processing on mobile devices
US8342926B2 (en) * 2008-07-13 2013-01-01 Sony Computer Entertainment America Llc Game aim assist
EP2327010A2 (en) * 2008-08-22 2011-06-01 Google, Inc. Navigation in a three dimensional environment on a mobile device
US8827784B2 (en) * 2011-06-03 2014-09-09 Sony Corporation Game device, game control program, and method for controlling golf game
US8678927B2 (en) * 2011-10-04 2014-03-25 Microsoft Corporation Game controller on mobile touch-enabled devices
KR20130051697A (ko) * 2011-11-10 2013-05-21 삼성전자주식회사 단말의 움직임에 따라 이미지 표시를 제어하기 위한 장치 및 방법
CN102799361A (zh) * 2012-06-21 2012-11-28 华为终端有限公司 一种应用对象的调出方法及移动终端
US20140123507A1 (en) * 2012-11-02 2014-05-08 Qualcomm Incorporated Reference coordinate system determination
CN103218060A (zh) * 2013-04-09 2013-07-24 广东欧珀移动通信有限公司 对移动终端中图标进行显示的方法及装置
US9884252B2 (en) * 2014-07-22 2018-02-06 Gree, Inc. Game program, control method for computer, and computer
CN104548596B (zh) * 2015-02-02 2017-05-24 广州周游网络科技有限公司 一种射击游戏的瞄准方法及装置
CN105148520A (zh) * 2015-08-28 2015-12-16 上海甲游网络科技有限公司 一种射击游戏的自动瞄准的方法及装置

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120088582A1 (en) * 2010-10-08 2012-04-12 Primax Electronics Ltd. Separable game controller
CN105148514A (zh) * 2015-09-06 2015-12-16 骆凌 一种游戏视角控制装置和方法
CN105975061A (zh) * 2016-04-26 2016-09-28 乐视控股(北京)有限公司 虚拟现实场景的控制方法、装置及手柄
CN106293070A (zh) * 2016-07-27 2017-01-04 网易(杭州)网络有限公司 虚拟角色视角方向控制方法及装置
CN106648084A (zh) * 2016-12-09 2017-05-10 深圳市天易联科技有限公司 虚拟现实设备中的数据处理方法及装置

Also Published As

Publication number Publication date
US11007426B2 (en) 2021-05-18
CN109550246A (zh) 2019-04-02
CN109550246B (zh) 2022-03-25
US20200009453A1 (en) 2020-01-09

Similar Documents

Publication Publication Date Title
WO2019057091A1 (zh) 游戏客户端的控制方法、装置、存储介质和电子装置
US20190286230A1 (en) Adjusting content display orientation on a screen based on user orientation
WO2019201047A1 (zh) 在虚拟环境中进行视角调整的方法、装置及可读存储介质
EP3042275B1 (en) Tilting to scroll
WO2019153824A1 (zh) 虚拟对象控制方法、装置、计算机设备及存储介质
WO2019154255A1 (zh) 视角调整方法、装置、电子装置及计算机可读存储介质
JP5586545B2 (ja) ゲームシステム、携帯型ゲーム装置、情報処理部の制御方法、および情報処理部の制御プログラム
CN109101120B (zh) 图像显示的方法和装置
EP2348383A1 (en) System and method of virtual interaction
US9626800B2 (en) Apparatus and method for augmented reality
JP2021512413A (ja) 仮想環境における仮想オブジェクトの姿勢決定方法、装置及び媒体
EP3449986B1 (en) Game system, game program, game apparatus, and game processing method
JP2022509634A (ja) 仮想環境における仮想アイテムの観察方法、装置およびコンピュータプログラム
CN110251936B (zh) 游戏中虚拟摄像机的控制方法、设备及存储介质
CN109407959B (zh) 虚拟场景中的虚拟对象控制方法、设备以及存储介质
KR102565711B1 (ko) 관점 회전 방법 및 장치, 디바이스 및 저장 매체
WO2020156252A1 (zh) 在虚拟环境中建造建筑物的方法、装置、设备及存储介质
CN110787450A (zh) 游戏操作的方法及装置
JP7471497B2 (ja) 画像表示システム、画像表示プログラム、表示制御装置、および画像表示方法
US20120299909A1 (en) Display device
JP7248720B2 (ja) ゲームプログラム、ゲーム装置、ゲームシステム、およびゲーム処理方法
US11526211B2 (en) Methods and apparatus for controlling, implementing and supporting trick play in an augmented reality device
WO2021146908A1 (zh) 云台及其控制方法
TW201718061A (zh) 遊戲系統、控制方法及程式
EP2574381B1 (en) Apparatus and method of control for multiplayer gaming

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 18857841

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 18857841

Country of ref document: EP

Kind code of ref document: A1