WO2020124839A1 - 一种游戏中虚拟镜头控制的方法及装置 - Google Patents

一种游戏中虚拟镜头控制的方法及装置 Download PDF

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Publication number
WO2020124839A1
WO2020124839A1 PCT/CN2019/079280 CN2019079280W WO2020124839A1 WO 2020124839 A1 WO2020124839 A1 WO 2020124839A1 CN 2019079280 W CN2019079280 W CN 2019079280W WO 2020124839 A1 WO2020124839 A1 WO 2020124839A1
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Prior art keywords
virtual lens
virtual
speed
lens
game
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Ceased
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PCT/CN2019/079280
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English (en)
French (fr)
Inventor
周文超
邵堃
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to US17/043,739 priority Critical patent/US11717752B2/en
Publication of WO2020124839A1 publication Critical patent/WO2020124839A1/zh
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
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    • 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 [3D], e.g. changing the user viewpoint with respect to the environment or object
    • 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
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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]
    • G06F3/0487Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6676Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input

Definitions

  • the present disclosure relates to the field of game technology, and in particular, to a method and device for virtual lens control in games.
  • MOBA Multiplayer Online Battle, multiplayer online tactical competitive game
  • MOBA games fix the hero characters they control in the middle or near the screen, and some of the skills have a very long distance, even exceeding After the game screen, the player knows nothing about the role of the skill and cannot effectively play the distance advantage of this skill.
  • some MOBA games use a tilted angle of view, this will cause some skills to be able to see the full range when released upwards, but only partially and even half of the range can be seen downwards, as shown in Figure 1 As shown, this will cause a great disadvantage.
  • the viewing angle output device mobile phone, tablet computer, etc.
  • the player's left hand continues to control movement, and the right hand frequently switches between "release skills or ordinary attacks” and "drag the screen.”
  • the player first drags the screen with the right hand to observe the battlefield outside the screen. After the time is right, the right hand releases the drag area and presses the skill button to enter the battlefield. After releasing the skill, the screen is dragged again to observe the battlefield, and then the skill is released and released Repeat as many times. This kind of operation has high operation difficulty.
  • the main purpose of the embodiments of the present disclosure is to provide a method and device for virtual lens control in a game, to at least solve the technical problems of frequent screen drag operation, high operation difficulty, and easy misoperation in the prior art.
  • a method for virtual lens control in a game is provided. This method is applied to a touch terminal that can present a graphical user interface.
  • the content displayed on the graphical user interface includes a game scene image captured through a virtual lens.
  • the game scene image includes at least one virtual object.
  • the method includes:
  • a visual field control area is provided on the graphical user interface, and in response to a first touch operation for the visual field control area, the virtual lens is controlled to be shifted according to the first touch operation, so that the virtual lens The first position moves to the second position;
  • a game operation instruction is received, and a corresponding action is performed according to the game operation instruction.
  • performing the corresponding action according to the game operation instruction includes: according to the virtual The change in the position of the object controls the movement of the virtual lens.
  • the process of controlling the virtual lens to return from the second position to the first position includes:
  • the virtual lens is controlled to move from the second position to the first position in an incremental manner.
  • the method further includes: determining the virtual object before controlling the movement speed of the virtual lens to decrease or increase Keep the current orientation for the first preset duration.
  • the method before the controlling the virtual lens to return from the second position to the first position, includes: determining that the duration of the virtual lens at the second position reaches a second preset duration.
  • controlling the virtual lens to return from the second position to the first position includes:
  • controlling the virtual lens to return from the second position to the first position includes:
  • embodiments of the present disclosure also provide a device for virtual lens control in a game, which is applied to a touch terminal that can present a graphical user interface, and the content displayed by the graphical user interface includes A game scene image captured through a virtual lens, where the game scene image includes at least one virtual object, the device includes:
  • An association module configured to associate the virtual lens with the position of the virtual object in the game scene to control the movement of the virtual lens according to the change in the position of the virtual object
  • An offset module configured to provide a field of view control area on the graphical user interface, and in response to a first touch operation on the field of view control area, control the virtual lens to shift according to the first touch operation, to Move the virtual lens from the first position to the second position;
  • a recovery module configured to control the virtual lens to return from the second position to the first position in response to the end of the first touch operation
  • the response module is configured to receive a game operation instruction during the return of the virtual lens from the second position to the first position, and perform a corresponding action according to the game operation instruction.
  • the present disclosure also provides a storage medium in which a computer program is stored, and the computer program is configured to execute any one of the above-mentioned virtual lens control methods in a game while running.
  • the present disclosure also provides an electronic device including a memory and a processor, where the computer program is stored in the memory, and the processor is configured to run the computer program to perform the method described in any one of the above
  • Embodiments of the present disclosure control the virtual lens to shift from the first position to the second position by responding to the first touch operation for the field of view control area, and control the virtual lens to return to the second position from the second position when the first touch operation ends A position, and in the process of returning, receive the game operation instruction, and perform the corresponding action according to the game operation instruction. Therefore, after the drag screen is implemented, the user has enough time to perform the game operation during the reset process of the virtual lens. The user only needs a simple operation to have a very good field of view and more conveniently observe the image presented by the drag screen In the scene, you can also perform certain game operations, avoiding the problems of frequent screen dragging and easy misoperation, so you can focus on the truly fun operating experience.
  • Figure 1 is a schematic diagram of releasing game skills from different perspectives in existing games
  • FIG. 2 is a schematic flowchart of a method for controlling a virtual lens in a game provided by an embodiment of the present disclosure
  • FIG. 3-1 is a schematic diagram of an area that a user wants to observe provided by an embodiment of the present disclosure
  • 3-2 is a schematic diagram of a region captured by a lens after dragging a screen provided by an embodiment of the present disclosure
  • FIG. 4 is a schematic diagram of another operation mode for controlling virtual lens shift in an existing game
  • FIG. 5 is a schematic flowchart of another method of virtual lens control in a game provided by an embodiment of the present disclosure
  • 6-1 is a schematic diagram of a lens returning process after dragging a screen provided by an embodiment of the present disclosure
  • 6-2 is a schematic diagram of another process of returning the lens after dragging the screen provided by an embodiment of the present disclosure
  • FIG. 7 is a block diagram of a hardware structure of a mobile terminal running a virtual lens control method in a game provided by an embodiment of the present disclosure
  • FIG. 8 is a schematic structural diagram of a virtual lens control device in a game provided by an embodiment of the present disclosure.
  • FIG. 9 is a schematic structural diagram of a storage medium according to one embodiment of the present disclosure.
  • FIG. 10 is a schematic structural diagram of a processor according to one embodiment of the present disclosure.
  • the method for controlling a virtual lens in a game provided by an embodiment of the present disclosure is applied to a touch terminal capable of presenting a graphical user interface.
  • the content displayed by the graphical user interface includes a game scene image captured by a virtual lens, and the game scene image At least one virtual object is included.
  • the method specifically includes:
  • GUI Graphical User Interface
  • the Graphical User Interface is an important part of the touch screen terminal. It is an interface for interacting with the user. The user can operate the graphical user interface. In addition to displaying the game scene image captured through the virtual lens in the GUI, it can also receive touch operations received by the user through the touch screen, for example, to control the game running in the touch terminal.
  • the virtual lens is associated with the position of the virtual object in the game scene, that is, the relationship between the position of the virtual lens and the position of the virtual object in the game scene is established, such as the position of the virtual lens and the virtual object in the game A fixed distance mapping relationship is maintained between the positions in the scene, and the shooting angle of the virtual lens can be maintained at the default angle. Therefore, when the position of the virtual object changes, the virtual lens also follows the movement.
  • S204 Provide a visual field control area on the graphical user interface.
  • control the virtual lens In response to the first touch operation for the visual field control area, control the virtual lens to shift according to the first touch operation, so that the virtual lens moves from the first position to the second position.
  • a visual field control area is provided in the graphical user interface, and the visual field control area is set to adjust the screen display content according to the operation instruction.
  • the user can perform the first touch operation in the field of view control area to achieve the purpose of adjusting the screen display content.
  • the first touch operation here may refer to a drag screen operation, that is, the user's finger presses the field of view control area and drags the screen.
  • the interaction method of lens adjustment is also improved, and the first touch operation may also be a swipe operation. That is, the embodiment of the present disclosure uses a “swipe” gesture operation to complete the dragging effect.
  • the swipe operation refers to the user’s finger sliding gently on the field of view control area, and the game scene image does not follow the finger sliding.
  • the virtual lens is shifted to the area position in this direction.
  • the arrow in FIG. 4 shows the direction of swiping toward each area. After swiping in a direction of an arrow, you can shift the screen to a position in this direction instead of holding down the screen and dragging it to a certain position in the direction.
  • the method of dragging the screen is simple and easy to get started.
  • the virtual lens is controlled to shift according to the first touch operation, for example, it can be determined according to the action direction of the first touch operation on the screen
  • the direction of the virtual lens offset is consistent with the moving direction of the contact generated on the touch screen by the first touch operation.
  • the game scene image captured by the virtual lens also changes accordingly. Therefore, the game scene image captured after the virtual lens shift is displayed in the graphical user interface.
  • the user performing the first touch operation indicates that he wants to observe the game scene in the direction of the first touch operation. Therefore, the embodiment of the present disclosure determines the direction as the direction of the virtual lens shift, which is in line with the user's expectation.
  • the first position mentioned here refers to the position of the virtual lens when the first touch operation is detected, that is, before the offset
  • the second position here refers to the position reached after the virtual lens is offset .
  • the distance by which the virtual lens is rotated can be determined according to the distance or/and speed of the contact generated on the first touch operation on the touch screen.
  • the second position can be obtained according to the first position and the offset distance.
  • control the virtual lens In response to the end of the first touch operation, control the virtual lens to return from the second position to the first position, during the process of returning the virtual lens from the second position to the first position, receive a game operation instruction, and according to the game operation The instruction performs the corresponding action.
  • the embodiment of the present disclosure adopts the detection of the end of the first touch operation, such as the first touch
  • the first touch When the operation leaves the field of view control area or the first touch operation leaves the screen, control the virtual lens to slowly return to the correct position, that is, from the position after the offset (the second position) to the position before the offset (the first position) ), in the process of returning the virtual lens, the user can perform game operations and generate game operation instructions, so that the game system can perform corresponding actions according to the game operation instructions.
  • the embodiment of the present disclosure changes the traditional way of flashing the lens after releasing the finger by dragging the screen, the virtual lens is slowly returned to the position before the offset, there is a transition period, so that there is a buffer time for the player to move into the battlefield, The player's line of sight can still be maintained in the battlefield area, at the same time, he can also take into account his own movement, without constantly switching between heroes and scenes.
  • the battlefield mentioned here refers to the scene area where the opponents in the game play against each other or the scene area where the enemy unit in the game is located. The judgment of the battlefield can be determined by the game system according to preset logic.
  • the speed of the virtual lens moving from the second position to the first position is configurable, that is, the return speed of the virtual lens is configurable, for example, it can be set by the user in the setting options, the user can according to actual needs Choosing a suitable return speed, the game system can also dynamically configure the return speed according to factors such as user level, current game difficulty level, etc., so as to obtain a more suitable return speed and facilitate user operations.
  • the shaded area in FIG. 3-2 is the newly obtained observation area after dragging the screen.
  • the finger of the user performing the drag operation leaves the screen, due to the return of the virtual lens in the embodiment of the present disclosure There will be a transition period, that is, the virtual lens is slowly returning to the positive position. Therefore, although the game character/virtual object is not in the middle of the screen at this time, it can still have a very good view, and the player can observe the control at the same time.
  • the game characters and the newly acquired observation area can provide a reference for the next game strategy.
  • the action of performing a response according to the game operation instruction includes: Control the movement of the virtual lens according to the change of the position of the virtual object.
  • the embodiment of the present disclosure controls the virtual lens to shift from the first position to the second position by responding to the first touch operation for the field of view control area, and controls the virtual lens from the first position when the first touch operation ends.
  • the second position returns to the first position, and during the return process, it receives the game operation instruction, and performs corresponding actions in response to the game operation instruction. Therefore, after the drag screen is implemented, the user has enough time to perform the game operation during the reset process of the virtual lens.
  • the user only needs a simple operation to have a very good field of view and more conveniently observe the image presented by the drag screen In the scene, you can also perform certain game operations, avoiding the problems of frequent screen dragging and easy misoperation, so you can focus on the truly fun operating experience.
  • an embodiment of the present disclosure also provides a method of virtual lens control in a game.
  • the method should also be set as a touch terminal that can present a graphical user interface, and the content displayed by the graphical user interface includes the virtual lens
  • the captured game scene image includes at least one virtual object in the game scene image.
  • the method specifically includes:
  • S501 Provide a visual field control area on the graphical user interface, and respond to a first touch operation on the visual field control area, and control the virtual lens to shift according to the first touch operation, so that the virtual lens moves from the first position to Second position
  • embodiments of the present disclosure when the end of the first touch operation is detected, the virtual lens needs to return from the second position where it is currently located to the first position before the offset, in order to achieve a reasonable configuration of the return speed of the virtual lens,
  • the return speed can be configured according to the current orientation of the virtual object. Therefore, embodiments of the present disclosure preferably detect whether the virtual object is currently facing the second position, that is, whether it is facing the observation area, which is generally a battlefield area.
  • the battlefield information is more important at this time, so you can slow down to return to the virtual lens to let the user have more Time to observe battlefield information.
  • the non-facing virtual lens here includes the current position of the virtual lens facing away from the front, and also includes the current position of the virtual lens facing diagonally.
  • the virtual lens when the virtual lens returns to the front, that is, from the position after the shift to the position before the shift, it is first detected whether the virtual object in the current game scene image is facing the current of the virtual lens Where it is, if the virtual object is facing the current position of the virtual lens, the virtual lens slowly returns to the position before the offset, and the speed gradually decreases during the process of slowly returning; if the virtual object does not face the current position of the virtual lens The position of the virtual lens slowly returns to the position before the offset, and the speed gradually increases during the process of slowly returning.
  • the acceleration during the gradual increase or decrease in speed may be constant or variable, and is not limited in this disclosure.
  • the finger is flashed back when the screen is dragged.
  • players need to constantly switch between the hero and the scene.
  • the implementation of the present disclosure implements virtual The recovery of the lens is slow, there is a transition phase, and the speed of recovery is configurable. And the embodiments of the present disclosure can intelligently adjust the return process. When the camera slowly returns to the right direction, it will determine the player's direction:
  • Figure 6-1 shows the image of the game scene captured by the lens after dragging the screen, which contains the battle scene. If the player is heading in the direction of the battlefield (that is, the position of the lens after dragging the screen), It means that the player wants to enter this battlefield, and the player is about to enter the battlefield. The information of this battlefield is very important. Then the speed of the lens recovery gradually slows down, so that there is a buffer time for the player to move into the battlefield, and the player’s sight can still be maintained. In the battlefield area, you can also take into account your own movement.
  • Figure 6-2 shows the image of the game scene captured by the camera after dragging the screen, which contains the battle scene. If the player is facing away from the battlefield (that is, the position of the lens after dragging the screen) Yes, it means that the player wants to leave the battlefield. The urgency of the player to leave is higher than the understanding of the current battlefield information, then the speed of the lens recovery will be accelerated.
  • the method for controlling a virtual lens in a game further includes: before controlling the movement speed of the virtual lens to decrease or increase, determining that the virtual object maintains the current orientation for the first preset duration. That is to say, only when the player maintains a certain direction for a certain period of time, the movement speed of the camera will be adjusted.
  • the graphical user interface will keep the game scene image displayed after dragging the screen for a certain period of time, and then automatically return to the correct position, thereby ensuring the user's browsing needs, and requiring no additional action operation, which is very convenient.
  • controlling the virtual lens to return from the second position to the first position specifically includes:
  • the virtual lens is controlled to move from the second position to the first position at a preset first speed
  • the virtual lens is controlled to move from the second position to the first position at a preset second speed
  • the preset second speed is less than the preset first speed.
  • the embodiment of the present disclosure mainly considers that when the currently displayed game scene image of the graphical user interface does not contain the virtual object, it means that the current position of the virtual lens is still far away from the position of the virtual object, and the moving speed of the virtual lens may be slightly Faster, and when the currently displayed game scene image of the graphical user interface contains virtual objects, it means that the current position of the virtual lens is already close to the position of the virtual object. At this time, the moving speed of the virtual lens can be slightly slower. Meet the needs of user observation and operation.
  • controlling the virtual lens to return from the second position to the first position further includes:
  • the preset third speed is greater than the preset fourth speed.
  • the embodiments of the present disclosure mainly consider that when the virtual object moves, it indicates that the player may want to enter an area for the next action, so the virtual lens can move at a slightly faster speed at this time; when the virtual object is not currently in the moving state, it indicates that the player may Still thinking or observing, at this time the virtual lens can move at a slightly slower speed to provide users with more time to observe or think, so in the embodiment of the present disclosure, the preset third speed is greater than the fourth speed, which is more in line with the user Game requirements.
  • FIG. 7 is a block diagram of a hardware structure of a mobile terminal of a virtual lens control method in a game according to an embodiment of the present disclosure.
  • the mobile terminal may include one or more (only one is shown in FIG. 1) processor 702 (the processor 702 may include but is not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA) And a memory 704 configured to store data.
  • the above mobile terminal may further include a transmission device 706 configured as a communication function and an input output device 708.
  • FIG. 7 is merely an illustration, which does not limit the structure of the mobile terminal described above.
  • the mobile terminal may further include more or fewer components than those shown in FIG. 7, or have a different configuration from that shown in FIG.
  • the memory 704 may be configured to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the method of virtual lens control in a game in the embodiment of the present disclosure.
  • the processor 702 stores the data stored in the memory 704 by running The computer program, thereby executing various functional applications and data processing, is to implement the above method.
  • the memory 704 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 704 may further include memories remotely provided with respect to the processor 702, and these remote memories may be connected to the mobile terminal through a network. Examples of the aforementioned network include, but are not limited to, the Internet, intranet, local area network, mobile communication network, and combinations thereof.
  • the transmission device 706 is configured to receive or send data via a network.
  • the above-mentioned specific example of the network may include a wireless network provided by a communication provider of a mobile terminal.
  • the transmission device 706 includes a network adapter (Network Interface Controller, referred to as NIC for short), which can be connected to other network devices through the base station to communicate with the Internet.
  • the transmission device 706 may be a radio frequency (Radio Frequency, RF for short) module, which is configured to communicate with the Internet in a wireless manner.
  • RF Radio Frequency
  • An embodiment of the present disclosure also provides a device for virtual lens control in a game. It should be noted that the device for virtual lens control in the game of this embodiment may be set to perform the method for virtual lens control in the game of the embodiment of the present disclosure.
  • FIG. 8 is a schematic diagram of a device for virtual lens control in a game according to an embodiment of the present disclosure.
  • the device should be configured as a touch terminal that can present a graphical user interface, and the content displayed on the graphical user interface includes a game scene image captured through a virtual lens, and the game scene image includes at least one virtual object.
  • the device includes: an association module 801, an offset module 802, a recovery module 803, and a response module 804.
  • the association module 801 is configured to associate the virtual lens with the position of the virtual object in the game scene to control the movement of the virtual lens according to the change of the position of the virtual object.
  • the offset module 802 is configured to provide a field of view control area on the graphical user interface, and in response to the first touch operation on the field of view control area, control the virtual lens to shift according to the first touch operation, so that the virtual lens The first position moves to the second position.
  • the recovery module 803 is configured to control the virtual lens to return from the second position to the first position in response to the end of the first touch operation.
  • the response module 804 is configured to receive a game operation instruction during the process of returning the virtual lens from the second position to the first position, and perform a corresponding action according to the game operation instruction.
  • the recovery module 803 is configured to detect whether the virtual object is facing the second position; if it is, control the virtual lens to move from the second position to the first position in a manner of decreasing speed; if not, control the virtual lens to increase in speed Move from the second position to the first position.
  • the offset module 802 responds to the first touch operation for the field of view control area, controls the virtual lens to shift from the first position to the second position, and the recovery module 803 responds to the end of the first touch operation , Control the virtual lens to recover from the second position to the first position, and during the recovery process, the user can receive the game operation execution, so as to perform the corresponding action according to the game operation instruction.
  • the user In the process of dragging the screen back to the center, the user has enough time to perform the game operation. The user only needs a simple operation to have a very good field of vision, and can more easily observe the image scene presented by the dragging screen. Certain game operations avoid the problems of frequent screen dragging and easy misoperation, so that you can focus on the truly fun operating experience.
  • An embodiment of the present disclosure also provides a storage medium in which a computer program is stored, wherein the computer program is set to execute any of the steps in the above method embodiments when it is run.
  • FIG. 9 is a schematic structural diagram of a storage medium according to one embodiment of the present disclosure. As shown in FIG. 9, a program product 900 according to an embodiment of the present disclosure is described on which a computer program is stored, and when the computer program is executed by the processor, the program code that implements the following steps:
  • a game operation instruction is received, and a corresponding action is performed according to the game operation instruction.
  • the movement of the virtual lens is controlled according to the change of the position of the virtual object.
  • the virtual lens is controlled to move from the second position to the first position in an incremental manner.
  • the virtual lens is controlled to move from the second position to the first position at a preset first speed
  • control the virtual lens to move from the second position to the first position at a preset second speed
  • the second speed is less than the first speed.
  • the third speed is greater than the fourth speed.
  • the above storage medium may include, but is not limited to: a USB flash drive, a read-only memory (Read-Only Memory, ROM for short), a random access memory (Random Access Memory, RAM for short), Various media that can store computer programs, such as removable hard disks, magnetic disks, or optical disks.
  • An embodiment of the present disclosure also provides an electronic device, including a memory and a processor, where the computer program is stored in the memory, and the processor is configured to run the computer program to perform the steps in any one of the foregoing method embodiments.
  • the electronic device may further include a transmission device and an input-output device, wherein the transmission device is connected to the processor, and the input-output device is connected to the processor.
  • an embodiment of the present disclosure also provides a processor.
  • FIG. 10 is a schematic structural diagram of a processor according to one embodiment of the present disclosure. As shown in FIG. 10, the processor 1000 is used to run a program, where the code hot update method described above is executed when the program is run.
  • the above processor can execute the running program of the virtual lens control method in the game.
  • the processor can be set to perform the following steps:
  • a game operation instruction is received, and a corresponding action is performed according to the game operation instruction.
  • the processor may also be set to perform the following steps:
  • the movement of the virtual lens is controlled according to the change of the position of the virtual object.
  • the processor may also be set to perform the following steps:
  • the virtual lens is controlled to move from the second position to the first position in an incremental manner.
  • the processor may also be set to perform the following steps:
  • the processor may also be set to perform the following steps:
  • the processor may also be set to perform the following steps:
  • the virtual lens is controlled to move from the second position to the first position at a preset first speed
  • control the virtual lens to move from the second position to the first position at a preset second speed
  • the second speed is less than the first speed.
  • the processor may also be set to perform the following steps:
  • the third speed is greater than the fourth speed.
  • modules or steps of the present disclosure can be implemented by a general-purpose computing device, they can be concentrated on a single computing device, or distributed in a network composed of multiple computing devices Above, optionally, they can be implemented with program code executable by the computing device, so that they can be stored in the storage device to be executed by the computing device, and in some cases, can be in a different order than here
  • the steps shown or described are performed, or they are made into individual integrated circuit modules respectively, or multiple modules or steps among them are made into a single integrated circuit module to achieve. In this way, the present disclosure is not limited to any specific combination of hardware and software.
  • the solution provided by the embodiment of the present application can be used to facilitate the user to manipulate the terminal to observe the image presented on the screen.
  • the technical solution provided by the embodiment of the present application can be applied to mobile terminals and other devices by responding to the first Touch operation, control the virtual lens to shift from the first position to the second position, and in response to the end of the first touch operation, control the virtual lens to return to the first position from the second position, and in the return process, receive game operation instructions , And execute the corresponding action according to the game operation instruction. Therefore, after the drag screen is implemented, the user has enough time to perform the game operation during the reset process of the virtual lens.

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Abstract

一种游戏中虚拟镜头控制的方法及装置,该方法通过响应针对视野控制区域的第一触控操作,控制虚拟镜头进行偏移,以及响应第一触控操作结束时,控制虚拟镜头从第二位置返回第一位置,并且在返回过程中,接收游戏操作指令,并响应该游戏操作指令执行相应的动作。

Description

一种游戏中虚拟镜头控制的方法及装置
本申请要求于2018年12月19日提交中国专利局、申请号为201811562465.0、申请名称“一种游戏中虚拟镜头控制的方法及装置”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
本公开涉及游戏技术领域,具体而言,涉及一种游戏中虚拟镜头控制的方法及装置。
背景技术
在移动MOBA(Multiplayer Online Battle Arena,多人在线战术竞技游戏)游戏中,大部分MOBA游戏都是将自己控制的英雄角色固定在屏幕中间或附近位置,而部分技能的作用距离非常远,甚至超过了游戏屏幕,玩家对技能作用的落点一无所知,无法有效发挥这个技能的距离优势。另外,由于部分MOBA游戏采用倾斜部分角度的视角方式,这将导致部分技能如果是朝向上方释放时可以看到完整范围,但朝向下方却只能看到部分甚至只有一半距离的范围,如图1所示,这将造成极大的不利。加上视角输出设备(手机、平板电脑等)的限制,玩家如果需要观察角色所在屏幕外的游戏场景,需要通过拖屏操作来实现。
玩家的左手持续控制移动,右手在“释放技能或普通攻击”和“拖动屏幕”之间频发切换。通常,玩家先右手拖屏观察屏幕外的战场,时机成熟后右手松开拖屏区域并按向技能按就进入战场,释放完技能后再次拖屏观察战场,再松开再释放技能,如此这般多次重复。这样的操作有较高的操作难度,右手的频繁切换会提高误操作的风险;右手拖动屏幕松开后,镜头立即闪回至自己的英雄画面,即虚拟对象所在位置的画面,再次拖屏则再次将镜头切换至屏幕外的战场,如此反复,游戏高手甚至会高速来回切换,画面的急速切换闪烁会造成视觉的极度不适感。
发明内容
本公开实施例的主要目的在于提供一种游戏中虚拟镜头控制的方法及装置,以至少解决现有技术中频繁拖屏操作、操作难度高,且容易误操作的技术问题。
为了实现上述目的,根据本公开实施例的一个方面,提供了一种游戏中虚拟镜头控制的方法。该方法应用于可呈现图形用户界面的触控终端,所述图形用户界面所显示的内容包含通过虚拟镜头所捕获的游戏场景图像,所述游戏场景图像中至少包含一 虚拟对象,该方法包括:
将所述虚拟镜头与所述虚拟对象在所述游戏场景中的位置相关联,以根据所述虚拟对象的位置变化控制所述虚拟镜头的移动;
在所述图形用户界面提供一视野控制区域,响应针对所述视野控制区域的第一触控操作,根据所述第一触控操作控制所述虚拟镜头进行偏移,以使所述虚拟镜头从第一位置移动至第二位置;
响应于所述第一触控操作的结束,控制所述虚拟镜头从所述第二位置返回至所述第一位;
在所述虚拟镜头从所述第二位置返回至所述第一位置的过程中,接收游戏操作指令,并根据所述游戏操作指令执行相应的动作。
在第一方面的第一种可能的实施方式中,若所述游戏操作指令为移动所述虚拟对象移动的操作指令,所述根据所述游戏操作指令执行相应的动作,包括:根据所述虚拟对象的位置变化控制所述虚拟镜头的移动。
在第一方面的第二种可能的实施方式中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置过程中,包括:
检测所述虚拟对象是否朝向所述第二位置;
若是,则控制虚拟镜头以速度递减的方式从所述第二位置向所述第一位置移动;
若否,则控制虚拟镜头以速度递增的方式从所述第二位置向所述第一位置移动。
结合第一方面的第二种可能的实施方式,在第一方面的第三种可能的实施方式中,所述方法还包括:控制所述虚拟镜头移动速度减少或增加前,确定所述虚拟对象保持当前朝向达到第一预设时长。
结合第一方面的第二种可能的实施方式,在第一方面的第四种可能的实施方式中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置之前,还包括:确定所述虚拟镜头在所述第二位置的时长达到第二预设时长。
结合第一方面的第二种可能的实施方式,在第一方面的第五种可能的实施方式中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置,包括:
判断所述图形用户界面当前所显示的游戏场景图像中是否包含所述虚拟对象;
若否,则以预设的第一速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
若是,则以预设的第二速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
其中,所述第二速度小于所述第一速度。
结合第一方面的第二种可能的实施方式,在第一方面的第六种可能的实施方式中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置,包括:
检测所述虚拟对象是否处于移动状态;
若是,则以预设的第三速度将所述虚拟镜头从所述第二位置移动至所述第一位置;
若否,则以预设的第四速度将所述虚拟镜头从所述第二位置移动至所述第一位置;
其中,所述第三速度大于所述第四速度。
为了实现上述目的,第二方面,本公开实施例还提供了一种游戏中虚拟镜头控制的装置,该装置应用于可呈现图形用户界面的触控终端,所述图形用户界面所显示的内容包含通过虚拟镜头所捕获的游戏场景图像,所述游戏场景图像中至少包含一虚拟对象,该装置包括:
关联模块,设置为将所述虚拟镜头与所述虚拟对象在所述游戏场景中的位置相关联,以根据所述虚拟对象的位置变化控制所述虚拟镜头的移动;
偏移模块,设置为在所述图形用户界面提供一视野控制区域,响应针对所述视野控制区域的第一触控操作,根据所述第一触控操作控制所述虚拟镜头进行偏移,以使所述虚拟镜头从第一位置移动至第二位置;
恢复模块,设置为响应于所述第一触控操作的结束,控制所述虚拟镜头从所述第二位置返回至所述第一位;
响应模块,设置为在所述虚拟镜头从所述第二位置返回至所述第一位置的过程中,接收游戏操作指令,并根据所述游戏操作指令执行相应的动作。
第三方面,本公开还提供一种存储介质,该存储介质中存储有计算机程序,该计算机程序被设置为运行时执行上述任一种游戏中虚拟镜头控制的方法。
第四方面,本公开还提供一种电子装置,该装置包括存储器和处理器,该存储器中存储有计算机程序,该处理器被设置为运行该计算机程序以执行上述任一项所述的方法
本公开实施例通过响应针对视野控制区域的第一触控操作,控制虚拟镜头从第一位置偏移至第二位置,以及响应第一触控操作结束时,控制虚拟镜头从第二位置返回第一位置,并且在返回过程中,接收游戏操作指令,并根据该游戏操作指令执行相应的动作。从而实现了拖屏后,虚拟镜头在回正过程中,用户有足够的时间进行游戏操作,用户只需要简单的操作,就可以拥有非常良好的视野,在更方便地观察拖屏所呈现的图像场景时,还可以执行一定游戏操作,避免了频繁拖屏、容易误操作的问题,从而可以将精力集中在真正有乐趣的操作体验上。
附图说明
构成本申请的一部分的附图用来提供对本公开实施例的进一步理解,本公开实施例的示意性实施例及其说明用于解释本公开实施例,并不构成对本公开实施例的不当限定。在附图中:
图1是现有游戏中不同视角释放游戏技能的示意图;
图2是本公开实施例提供的一种游戏中虚拟镜头控制的方法流程示意图;
图3-1是本公开实施例提供的用户想观察区域的示意图;
图3-2是本公开实施例提供的拖屏后镜头所捕获区域的示意图;
图4是现有游戏中另一种控制虚拟镜头偏移的操作方式的示意图;
图5是本公开实施例提供的另一种游戏中虚拟镜头控制的方法流程示意图;
图6-1是本公开实施例提供的一种拖屏后镜头回正过程的示意图;
图6-2是本公开实施例提供的另一种拖屏后镜头回正过程的示意图;
图7是本公开实施例提供的运行游戏中虚拟镜头控制方法的移动终端的硬件结构框图;
图8是本公开实施例提供的一种游戏中虚拟镜头控制的装置结构示意图;
图9是根据本公开其中一实施例的存储介质的结构示意图;
图10是根据本公开其中一实施例的处理器的结构示意图。
具体实施方式
需要说明的是,在不冲突的情况下,本申请中的实施例及实施例中的特征可以相互组合。下面将参考附图并结合实施例来详细说明本公开实施例。
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。
参见图2所示。本公开实施例提供的游戏中虚拟镜头控制的方法,应用于可呈现图形用户界面的触控终端,该图形用户界面所显示的内容包含通过虚拟镜头所捕获的游戏场景图像,该游戏场景图像中至少包含一虚拟对象,该方法具体包括:
S202、将虚拟镜头与虚拟对象在游戏场景中的位置相关联,以根据虚拟对象的位置变化控制虚拟镜头的移动。
图形用户界面(Graphical User Interface,简称GUI)是触屏终端的重要组成部分,为用于与用户进行交互的界面,用户可以对图形用户界面进行操作。GUI中除了展示通过虚拟镜头捕获的游戏场景图像外,也可以接收通过触控屏接收用户的触控操作,例如实现对触控终端中运行的游戏的控制。
在本方法中将虚拟镜头与虚拟对象在游戏场景中的位置相关联即建立虚拟镜头的 位置与虚拟对象在游戏场景中的位置之间的关联关系,如建立虚拟镜头的位置与虚拟对象在游戏场景中的位置之间保持固定距离的映射关系,虚拟镜头的拍摄角度可以保持默认角度不变。因此当虚拟对象的位置发生变化时,虚拟镜头也跟随移动。
S204、在图形用户界面提供一视野控制区域,响应针对该视野控制区域的第一触控操作,根据第一触控操作控制虚拟镜头进行偏移,以使虚拟镜头从第一位置移动至第二位置。
当玩家/用户想要观察屏幕之外的动态时,参见图3-1所示,图3-1中斜线区域是在屏幕之外,但是是玩家想要观察的范围。因此需要调整屏幕显示的游戏场景图像,将屏幕外的图像拉入当前屏幕中显示。因此在图形用户界面中提供一视野控制区域,该视野控制区域设置为根据操作指令调控屏幕显示内容。在本公开实施例中,用户可以在该视野控制区域执行第一触控操作来达到屏幕显示内容调整的目的。这里的第一触控操作可以指拖屏操作,即用户手指按住视野控制区域并拖动屏幕。
作为一种可选的实施方式,在本实施例中,对镜头调整的交互方式也进行了改进,第一触控操作也可以为轻扫操作。也即,本公开实施例采用“轻扫”的手势操作来完成拖屏效果,轻扫操作是指用户手指在视野控制区域上轻轻滑动,游戏场景图像并不跟随手指滑动。通过检测手指的划出方向,将虚拟镜头偏移至这个方向的区域位置。参见图4所示,图4中用箭头示出了向各个区域轻扫的方向。往某个箭头方向轻扫后,即可将屏幕偏移至这个方向的位置,而不用按住屏幕然后一直拖动至该方向的某个位置,该拖屏操作方式简单、入门容易。
当终端检测到该第一触控操作时,响应该第一触控操作,根据该第一触控操作控制虚拟镜头进行偏移,如,可以根据第一触控操作在屏幕上的作用方向确定虚拟镜头偏移的方向,可选的,虚拟镜头偏移的方向与该第一触控操作在触控屏上生成的触点的移动方向一致。当虚拟镜头偏移后,虚拟镜头捕获的游戏场景图像也相应发生变化,因此在图形用户界面中显示虚拟镜头偏移后所捕获的游戏场景图像。用户执行第一触控操作,表示想观察该第一触控操作方向的游戏场景,因此本公开实施例将该方向确定为虚拟镜头偏移的方向,符合用户的预期。
需要说明的是,这里所说的第一位置是指检测到第一触控操作时,即偏移前,虚拟镜头所在的位置,这里的第二位置是指虚拟镜头偏移后所到达的位置。
进一步的,可以根据第一触控操作生成的触点在触控屏上移动的距离或/和速度,确定转动虚拟镜头偏移的距离。可以根据第一位置和偏移的距离得到第二位置。
S206、响应于第一触控操作的结束,控制虚拟镜头从第二位置返回至第一位置,在虚拟镜头从第二位置返回至第一位置的过程中,接收游戏操作指令,并根据游戏操作指令执行相应的动作。
在本公开实施例中,为达到用户在浏览屏幕显示区域外的图像的同时可以进行一定游戏操作的目的,本公开实施例采取检测到第一处触控操作的结束时,如第一触控 操作离开视野控制区域或第一触控操作离开屏幕时,控制虚拟镜头缓慢回正,即从偏移后所在的位置(第二位置)慢慢回正到偏移前所在的位置(第一位置),在虚拟镜头回正的过程中,用户可以进行游戏操作,生成游戏操作指令,从而游戏系统可以根据游戏操作指令执行相应的动作。由于本公开实施例改变传统拖屏松开手指后镜头闪回的方式,采取虚拟镜头缓慢地回正到偏移前的位置,有一个过段阶段,这样给玩家移动进入战场有个缓冲时间,玩家的视线依然可以保持在战场区域,同时也可以兼顾自己的走位移动,不需要不停地在英雄和场景之间频繁地切换。这里所说的战场是指游戏中对战双方发生游戏对战的场景区域或者是游戏中敌对方单位所在的场景区域,战场的判断可由游戏系统根据预设的逻辑进行确定。
在本公开实施例中虚拟镜头从第二位置移动至第一位置的速度是可配置的,即虚拟镜头的回正速度可配置,如可以由用户在设置选项里进行设置,用户可以根据实际需求选择合适的回正速度,游戏系统也可以根据用户等级、当前游戏难度级别等因素动态配置回正速度,从而获得更合适的回正速度,方便用户操作。
参见图3-2所示,图3-2中阴影区域即是拖屏后新获得的观察区域,在用户执行拖屏操作的手指离开屏幕时,由于在本公开实施例中,虚拟镜头的回正会有一个过段阶段,也即虚拟镜头是缓慢回正的,因此,虽然此时游戏角色/虚拟对象不在屏幕的正中间位置,但依然可以拥有非常良好的视野,玩家可以同时观察到控制的游戏角色及新获得的观察区域,可以为下一步的游戏战略提供参考。
进一步的,在控制虚拟镜头从第二位置返回至第一位置的过程中,若接收到的游戏操作指令为控制虚拟对象移动的操作指令,所述根据所述游戏操作指令执行响应的动作包括:根据虚拟对象的位置变化控制虚拟镜头的移动。可见,当虚拟镜头回正的过程中,若此时用户控制游戏角色/虚拟对象移动,由于虚拟对象在游戏场景中的位置与虚拟镜头之间的关联关系,当虚拟对象的位置变化时,虚拟镜头也会跟随变化,因此在虚拟对象还未到达第二位置时,若虚拟对象移动了,此时虚拟镜头会根据关联关系移动到相应的位置,因此虚拟对象并不需要回正到偏移前的位置,然后再跟随虚拟对象移动,以更加直接快速的方式满足用户的需求。
由上可见,本公开实施例通过响应针对视野控制区域的第一触控操作,控制虚拟镜头从第一位置偏移至第二位置,以及响应第一触控操作结束时,控制虚拟镜头从第二位置返回第一位置,并且在返回过程中,接收游戏操作指令,并响应该游戏操作指令执行相应的动作。从而实现了拖屏后,虚拟镜头在回正过程中,用户有足够的时间进行游戏操作,用户只需要简单的操作,就可以拥有非常良好的视野,在更方便地观察拖屏所呈现的图像场景时,还可以执行一定游戏操作,避免了频繁拖屏、容易误操作的问题,从而可以将精力集中在真正有乐趣的操作体验上。
参见图5所示,本公开实施例还提供一种游戏中虚拟镜头控制的方法,该方法同样应设置为可呈现图形用户界面的触控终端,该图形用户界面所显示的内容包含通过 虚拟镜头所捕获的游戏场景图像,该游戏场景图像中至少包含一虚拟对象,该方法具体包括:
S501、在图形用户界面提供一视野控制区域,响应针对该视野控制区域的第一触控操作,根据该第一触控操作控制虚拟镜头进行偏移,以使该虚拟镜头从第一位置移动至第二位置;
S502、响应于第一触控操作的结束,检测该虚拟对象是否朝向该第二位置;
在本公开实施例中,当检测到第一触控操作的结束时,虚拟镜头需要从当前所在的第二位置返回至偏移前所在的第一位置,为达到合理配置虚拟镜头返回的速度,可以根据虚拟对象当前的朝向来配置返回速度,因此本公开实施例优选检测虚拟对象当前是否朝向第二位置,也即是否朝向观察的区域,一般为战场区域。
S503、若该虚拟对象当前朝向该第二位置,则控制该虚拟镜头以速度递减的方式从第二位置向第一位置移动;
也即如果游戏角色/虚拟对象是朝向战场(第二位置)的,如朝向第二位置前进,此时战场的信息是比较重要的,因此可以减速的方式回正虚拟镜头,让用户有更多的时间观察战场信息。
S504、若该虚拟对象当前不朝向该第二位置,则控制该虚拟镜头以速度递增的方式从第二位置向第一位置移动;
也即如果游戏角色/虚拟对象不是朝向战场(第二位置)的,如背向第二位置前进,则此时用户希望离开战场,因此战场信息相对于离开的需求等级要低,那么此时为方便用户观察离开路径,更快速地离开,可以加快虚拟镜头回正的速度。需要说明的是,这里的不朝向虚拟镜头包括正背对虚拟镜头的当前位置,也包括斜背对虚拟镜头的当前位置。
S505、在虚拟镜头从第二位置返回至第一位置的过程中,接收游戏操作指令,并根据游戏操作指令执行相应的动作。
需要说明的是,在附图5的流程图示出的步骤可以在诸如一组计算机可执行指令的计算机系统中执行,并且,虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤。
由上可见,在本公开实施例中,当虚拟镜头回正前,即从偏移后所在位置移动至偏移前所在的位置前,先检测当前游戏场景图像中的虚拟对象是否朝向虚拟镜头当前所在的位置,若虚拟对象朝向虚拟镜头当前所在的位置,则虚拟镜头缓慢回正至偏移前所在的位置,且缓慢回正的过程中,速度逐渐减少;若虚拟对象不朝向虚拟镜头当前所在的位置,则虚拟镜头缓慢回正至偏移前所在的位置,且缓慢回正的过程中,速度逐渐增加。速度逐渐增加或逐渐减少中的加速度可以不变,也可以变,在本公开中不做限定。
具体的,传统的拖屏方式中,拖屏松开手指都是闪回,实际游戏过程中,玩家需 要不停地在英雄和场景之间频发地切换,本公开实施方式实现的是,虚拟镜头的恢复是缓缓地,有一个过渡阶段,恢复的速度是可配置。并且本公开实施例能智能调节回正过程。镜头缓缓地回正过程中,会判断玩家的走向:
参见图6-1所示,图6-1显示的是拖屏后镜头捕获的游戏场景图像,其中包含战斗场景,如果玩家是朝向这个战场方向(也就是拖屏后的镜头位置)前进的,说明玩家想进入这个战场,玩家即将入场,这个战场的信息很重要,那么镜头回正的速度回渐渐放缓,这样就给玩家移动进入战场的时候有一个缓冲时间,玩家的视线依然可以保持在战场区域,同时也可以兼顾自己的走位移动。
参见图6-2所示,同样图6-2显示的是拖屏后镜头捕获的游戏场景图像,其中包含战斗场景,如果玩家是背向这个战场方向(也就是拖屏后的镜头位置)前进的,说明玩家想离开这个战场,玩家离开的紧迫性高于对当前战场信息的了解,那么镜头回正的速度会加快。
同时,为了防止玩家原地转圈导致的镜头速度的时快时慢,需要玩家保持某个方向若干时间后,镜头的移动速度才会进行调整。本公开实施例提供的游戏中虚拟镜头控制的方法还包括:在控制虚拟镜头移动速度减少或增加前,确定虚拟对象保持当前朝向达到第一预设时长。也即只有当玩家保持某个方向若干时间后,镜头的移动速度才会进行调整。
进一步的,为方便用户观察拖屏后的游戏场景图像,在控制虚拟镜头从第二位置返回至第一位置之前,还包括:确定虚拟镜头在该第二位置的时长达到第二预设时长。即用户拖屏松开手指后,图形用户界面会保持拖屏后显示的游戏场景图像一定时长,然后再自动回正,从而保证了用户浏览的需求,而且不需要额外的动作操作,十分方便。
作为一种可选的实施方式,在本公开实施例中,控制虚拟镜头从第二位置返回至第一位置,具体包括:
判断图形用户界面当前所显示的游戏场景图像中是否包含虚拟对象;
若否,即图形用户界面当前所显示的游戏场景图像中不包含虚拟对象,则以预设的第一速度控制虚拟镜头从第二位置移动至第一位置;
若是,即图形用户界面当前所显示的游戏场景图像中包含虚拟对象,则以预设的第二速度控制虚拟镜头从第二位置移动至第一位置;
其中,预设的第二速度小于预设的第一速度。
本公开实施例主要考虑到在图形用户界面当前所显示游戏场景图像中还未包含虚拟对象时,说明虚拟镜头当前所在的位置离虚拟对象的位置还较远,此时虚拟镜头的移动速度可稍微快一些,而当图形用户界面当前所显示游戏场景图像中包含虚拟对象时,说明虚拟镜头当前所在的位置离虚拟对象的位置已经比较近,此时虚拟镜头的移动的速度可以稍微慢一些,更符合用户观察与操作的需求。
作为一种可选的实施方式,在本公开实施例中,控制虚拟镜头从第二位置返回至第一位,还包括:
检测虚拟对象是否处于移动状态;
若是,即检测到虚拟对象当前处于移动状态,则以预设的第三速度将虚拟镜头从第二位置移动至第一位置;
若否,即检测到虚拟对象当前不处于移动状态,则以预设的第四速度将虚拟镜头第二位置移动至第一位置;
其中,预设的第三速度大于预设的第四速度。
本公开实施例主要考虑到虚拟对象移动时,表示玩家可能想要进入一个区域进行下一步动作,因此此时虚拟镜头可以稍快的速度移动;当虚拟对象当前不处于移动状态时,表示玩家可能还在思考或观察,此时虚拟镜头可以以稍慢的速度移动,为用户提供更多观察或思考的时间,因此在本公开实施例中,预设第三速度大于第四速度,更加符合用户游戏需求。
本申请实施例所提供的方法实施例可以在手机、平板电脑或者类似的触屏控制装置中执行。以运行在移动终端上为例。图7是本公开实施例的一种游戏中虚拟镜头控制方法的移动终端的硬件结构框图。如图7所示,移动终端可以包括一个或多个(图1中仅示出一个)处理器702(处理器702可以包括但不限于微处理器MCU或可编程逻辑器件FPGA等的处理装置)和设置为存储数据的存储器704,可选地,上述移动终端还可以包括设置为通信功能的传输设备706以及输入输出设备708。本领域普通技术人员可以理解,图7所示的结构仅为示意,其并不对上述移动终端的结构造成限定。例如,移动终端还可包括比图7中所示更多或者更少的组件,或者具有与图7所示不同的配置。
存储器704可设置为存储计算机程序,例如,应用软件的软件程序以及模块,如本公开实施例中的一游戏中虚拟镜头控制的方法对应的计算机程序,处理器702通过运行存储在存储器704内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的方法。存储器704可包括高速随机存储器,还可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704可进一步包括相对于处理器702远程设置的存储器,这些远程存储器可以通过网络连接至移动终端。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。
传输设备706设置为经由一个网络接收或者发送数据。上述的网络具体实例可包括移动终端的通信供应商提供的无线网络。在一个实例中,传输设备706包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过基站与其他网络设备相连从而可与互联网进行通讯。在一个实例中,传输设备706可以为射频(Radio  Frequency,简称为RF)模块,其设置为通过无线方式与互联网进行通讯。
本公开实施例还提供了一种游戏中虚拟镜头控制的装置。需要说明的是,该实施例的游戏中虚拟镜头控制的装置可以设置为执行本公开实施例的游戏中虚拟镜头控制的方法。
图8是根据本公开实施例的一种游戏中虚拟镜头控制的装置的示意图。该装置应设置为可呈现图形用户界面的触控终端,该图形用户界面所显示的内容包含通过虚拟镜头所捕获的游戏场景图像,该游戏场景图像中至少包含一虚拟对象。如图8所示,该装置包括:关联模块801、偏移模块802、恢复模块803和响应模块804。
关联模块801,设置为将虚拟镜头与所述虚拟对象在游戏场景中的位置相关联,以根据虚拟对象的位置变化控制虚拟镜头的移动。
偏移模块802,设置为在图形用户界面提供一视野控制区域,响应针对该视野控制区域的第一触控操作,根据该第一触控操作控制虚拟镜头进行偏移,以使该虚拟镜头从第一位置移动至第二位置。
恢复模块803,设置为响应于该第一触控操作的结束,控制该虚拟镜头从第二位置返回至第一位。
响应模块804,设置为在虚拟镜头从第二位置返回至第一位置的过程中,接收游戏操作指令,并根据游戏操作指令执行相应的动作。
进一步的,该恢复模块803设置为,检测虚拟对象是否朝向第二位置;若是,则控制虚拟镜头以速度递减的方式从第二位置向第一位置移动;若否,则控制虚拟镜头以速度递增的方式从第二位置向第一位置移动。
在该实施例中,偏移模块802响应针对视野控制区域的第一触控操作,控制虚拟镜头从第一位置向第二位置进行偏移,以及恢复模块803响应于第一触控操作的结束,控制虚拟镜头从第二位置恢复至第一位置,并且在恢复过程中,可以接收用户的游戏操作执行,从而根据游戏操作指令执行相应的动作。实现了拖屏回正过程中,用户有足够的时间进行游戏操作,用户只需要简单的操作,就可以拥有非常良好的视野,在更方便地观察拖屏所呈现的图像场景时,还可以执行一定游戏操作,避免了频繁拖屏、容易误操作的问题,从而可以将精力集中在真正有乐趣的操作体验上。
本公开实施例还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
图9是根据本公开其中一实施例的存储介质的结构示意图。如图9所示,描述了根据本公开的实施方式的程序产品900,其上存储有计算机程序,计算机程序被处理 器执行时实现如下步骤的程序代码:
将虚拟镜头与虚拟对象在游戏场景中的位置相关联,以根据虚拟对象的位置变化控制虚拟镜头的移动;
在图形用户界面提供一视野控制区域,响应针对视野控制区域的第一触控操作,根据第一触控操作控制虚拟镜头进行偏移,以使虚拟镜头从第一位置移动至第二位置;
响应于第一触控操作的结束,控制虚拟镜头从第二位置返回至第一位置;
在虚拟镜头从第二位置返回至第一位置的过程中,接收游戏操作指令,并根据游戏操作指令执行相应的动作。
可选地,所述计算机程序被处理器执行时还实现如下步骤的程序代码:
若游戏操作指令为移动虚拟对象移动的操作指令,根据虚拟对象的位置变化控制虚拟镜头的移动。
可选地,所述计算机程序被处理器执行时还实现如下步骤的程序代码:
检测虚拟对象是否朝向第二位置;
若是,则控制虚拟镜头以速度递减的方式从第二位置向第一位置移动;
若否,则控制虚拟镜头以速度递增的方式从第二位置向第一位置移动。
可选地,所述计算机程序被处理器执行时还实现如下步骤的程序代码:
控制虚拟镜头移动速度减少或增加前,确定虚拟对象保持当前朝向达到第一预设时长。
可选地,所述计算机程序被处理器执行时还实现如下步骤的程序代码:
在第一方面的第四种可能的实施方式中,控制虚拟镜头从第二位置返回至第一位之前,确定虚拟镜头在第二位置的时长达到第二预设时长。
可选地,所述计算机程序被处理器执行时还实现如下步骤的程序代码:
判断图形用户界面当前所显示的游戏场景图像中是否包含虚拟对象;
若否,则以预设的第一速度控制虚拟镜头从第二位置移动至第一位置;
若是,则以预设的第二速度控制虚拟镜头从第二位置移动至第一位置;
其中,第二速度小于第一速度。
可选地,所述计算机程序被处理器执行时还实现如下步骤的程序代码:
检测虚拟对象是否处于移动状态;
若是,则以预设的第三速度将虚拟镜头从第二位置移动至第一位置;
若否,则以预设的第四速度将虚拟镜头从第二位置移动至第一位置;
其中,第三速度大于第四速度。
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(Read-Only Memory,简称为ROM)、随机存取存储器(Random Access Memory,简称为RAM)、移动硬盘、磁碟或者光盘等各种可以存储计算机程序的介质。
本公开的实施例还提供了一种电子装置,包括存储器和处理器,该存储器中存储有计算机程序,该处理器被设置为运行计算机程序以执行上述任一项方法实施例中的步骤。
可选地,上述电子装置还可以包括传输设备以及输入输出设备,其中,该传输设备和上述处理器连接,该输入输出设备和上述处理器连接。
为了实现上述目的,根据本公开的另一方面,本公开实施例还提供了一种处理器。
图10是根据本公开其中一实施例的处理器的结构示意图。如图10所示,所述处理器1000用于运行程序,其中,所述程序运行时执行上述所述的代码热更新方法。
在发明本实施例中,上述处理器可以执行游戏中虚拟镜头控制的方法的运行程序。
处理器可以被设置为执行下述步骤:
将虚拟镜头与虚拟对象在游戏场景中的位置相关联,以根据虚拟对象的位置变化控制虚拟镜头的移动;
在图形用户界面提供一视野控制区域,响应针对视野控制区域的第一触控操作,根据第一触控操作控制虚拟镜头进行偏移,以使虚拟镜头从第一位置移动至第二位置;
响应于第一触控操作的结束,控制虚拟镜头从第二位置返回至第一位置;
在虚拟镜头从第二位置返回至第一位置的过程中,接收游戏操作指令,并根据游戏操作指令执行相应的动作。
可选地,处理器还可以被设置为执行下述步骤:
若游戏操作指令为移动虚拟对象移动的操作指令,根据虚拟对象的位置变化控制虚拟镜头的移动。
可选地,处理器还可以被设置为执行下述步骤:
检测虚拟对象是否朝向第二位置;
若是,则控制虚拟镜头以速度递减的方式从第二位置向第一位置移动;
若否,则控制虚拟镜头以速度递增的方式从第二位置向第一位置移动。
可选地,处理器还可以被设置为执行下述步骤:
控制虚拟镜头移动速度减少或增加前,确定虚拟对象保持当前朝向达到第一预设时长。
可选地,处理器还可以被设置为执行下述步骤:
在第一方面的第四种可能的实施方式中,控制虚拟镜头从第二位置返回至第一位之前,确定虚拟镜头在第二位置的时长达到第二预设时长。
可选地,处理器还可以被设置为执行下述步骤:
判断图形用户界面当前所显示的游戏场景图像中是否包含虚拟对象;
若否,则以预设的第一速度控制虚拟镜头从第二位置移动至第一位置;
若是,则以预设的第二速度控制虚拟镜头从第二位置移动至第一位置;
其中,第二速度小于第一速度。
可选地,处理器还可以被设置为执行下述步骤:
检测虚拟对象是否处于移动状态;
若是,则以预设的第三速度将虚拟镜头从第二位置移动至第一位置;
若否,则以预设的第四速度将虚拟镜头从第二位置移动至第一位置;
其中,第三速度大于第四速度。
显然,本领域的技术人员应该明白,上述的本公开的各模块或各步骤可以用通用的计算装置来实现,它们可以集中在单个的计算装置上,或者分布在多个计算装置所组成的网络上,可选地,它们可以用计算装置可执行的程序代码来实现,从而,可以将它们存储在存储装置中由计算装置来执行,并且在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤,或者将它们分别制作成各个集成电路模块,或者将它们中的多个模块或步骤制作成单个集成电路模块来实现。这样,本公开不限制于任何特定的硬件和软件结合。
以上所述仅为本公开的优选实施例而已,并不用于限制本公开,对于本领域的技术人员来说,本公开可以有各种更改和变化。凡在本公开的原则之内,所作的任何修改、等同替换、改进等,均应包含在本公开的保护范围之内。
工业实用性
本申请实施例提供的方案可以用于方便用户操控终端观察屏幕上呈现的图像,在本申请实施例提供的技术方案中,可以应用于移动终端等设备中,通过响应针对视野控制区域的第一触控操作,控制虚拟镜头从第一位置偏移至第二位置,以及响应第一触控操作结束时,控制虚拟镜头从第二位置返回第一位置,并且在返回过程中,接收游戏操作指令,并根据该游戏操作指令执行相应的动作。从而实现了拖屏后,虚拟镜头在回正过程中,用户有足够的时间进行游戏操作,用户只需要简单的操作,就可以拥有非常良好的视野,在更方便地观察拖屏所呈现的图像场景时,还可以执行一定游戏操作,避免了频繁拖屏、容易误操作的问题,从而可以将精力集中在真正有乐趣的操作体验上。

Claims (20)

  1. 一种游戏中虚拟镜头控制的方法,应用于可呈现图形用户界面的触控终端,所述图形用户界面所显示的内容包含通过虚拟镜头所捕获的游戏场景图像,所述游戏场景图像中至少包含一虚拟对象,所述方法包括:
    将所述虚拟镜头与所述虚拟对象在所述游戏场景中的位置相关联,以根据所述虚拟对象的位置变化控制所述虚拟镜头的移动;
    在所述图形用户界面提供一视野控制区域,响应针对所述视野控制区域的第一触控操作,根据所述第一触控操作控制所述虚拟镜头进行偏移,以使所述虚拟镜头从第一位置移动至第二位置;
    响应于所述第一触控操作的结束,控制所述虚拟镜头从所述第二位置返回至所述第一位置,在所述虚拟镜头从所述第二位置返回至所述第一位置的过程中,接收游戏操作指令,并根据所述游戏操作指令执行相应的动作。
  2. 根据权利要求1所述的方法,其中,若所述游戏操作指令为控制所述虚拟对象移动的操作指令,所述根据所述游戏操作指令执行相应的动作,包括:
    根据所述虚拟对象的位置变化控制所述虚拟镜头的移动。
  3. 根据权利要求1所述的方法,其中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置过程中,包括:
    检测所述虚拟对象是否朝向所述第二位置;
    若是,则控制所述虚拟镜头以速度递减的方式从所述第二位置向所述第一位置移动;
    若否,则控制所述虚拟镜头以速度递增的方式从所述第二位置向所述第一位置移动。
  4. 根据权利要求3所述的方法,其中,所述方法还包括:
    控制所述虚拟镜头移动速度减少或增加前,确定所述虚拟对象保持当前朝向达到第一预设时长。
  5. 根据权利要求3所述的方法,其中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置之前,还包括:
    确定所述虚拟镜头在所述第二位置的时长达到第二预设时长。
  6. 根据权利要求3所述的方法,其中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置,包括:
    判断所述图形用户界面当前所显示的游戏场景图像中是否包含所述虚拟对象;
    若否,则以预设的第一速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
    若是,则以预设的第二速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
    其中,所述第二速度小于所述第一速度。
  7. 根据权利要求3所述的方法,其中,所述控制所述虚拟镜头从所述第二位置返回至所述第一位置,包括:
    检测所述虚拟对象是否处于移动状态;
    若是,则以预设的第三速度将所述虚拟镜头从所述第二位置移动至所述第一位置;
    若否,则以预设的第四速度将所述虚拟镜头从所述第二位置移动至所述第一位置;
    其中,所述第三速度大于所述第四速度。
  8. 一种游戏中虚拟镜头控制的装置,其中,该装置应用于可呈现图形用户界面的触控终端,所述图形用户界面所显示的内容包含通过虚拟镜头所捕获的游戏场景图像,所述游戏场景图像中至少包含一虚拟对象,所述装置包括:
    关联模块,设置为将所述虚拟镜头与所述虚拟对象在所述游戏场景中的位置相关联,以根据所述虚拟对象的位置变化控制所述虚拟镜头的移动;
    偏移模块,设置为在所述图形用户界面提供一视野控制区域,响应针对所述视野控制区域的第一触控操作,根据所述第一触控操作控制所述虚拟镜头进行偏移,以使所述虚拟镜头从第一位置移动至第二位置;
    恢复模块,设置为响应于所述第一触控操作的结束,控制所述虚拟镜头从所述第二位置返回至所述第一位置;
    响应模块,设置为在所述虚拟镜头从所述第二位置返回至所述第一位置的过程中,接收游戏操作指令,并根据所述游戏操作指令执行相应的动作。
  9. 根据权利要求8所述的装置,其中,所述恢复模块设置为:
    检测所述虚拟对象是否朝向所述第二位置;
    若是,则控制虚拟镜头以速度递减的方式从所述第二位置向所述第一位置移动;
    若否,则控制虚拟镜头以速度递增的方式从所述第二位置向所述第一位置移动。
  10. 根据权利要求9所述的装置,其中,所述装置还包括:
    第一确定模块,设置为在控制所述虚拟镜头移动速度减少或增加前,确定所述虚拟对象保持当前朝向达到第一预设时长。
  11. 根据权利要求9所述的装置,其中,所述装置还包括:
    第二确定模块,设置为在控制所述虚拟镜头从所述第二位置返回至所述第一位置之前,确定所述虚拟镜头在所述第二位置的时长达到第二预设时长。
  12. 根据权利要求9所述的装置,其中,所述装置还包括:
    第二确定模块,设置为在控制所述虚拟镜头从所述第二位置返回至所述第一位置之前,确定所述虚拟镜头在所述第二位置的时长达到第二预设时长。
  13. 根据权利要求9所述的装置,其中,所述恢复模块还设置为:
    判断所述图形用户界面当前所显示的游戏场景图像中是否包含所述虚拟对象;
    若否,则以预设的第一速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
    若是,则以预设的第二速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
    其中,所述第二速度小于所述第一速度。
  14. 根据权利要求9所述的装置,其中,所述恢复模块还设置为:
    检测所述虚拟对象是否处于移动状态;
    若是,则以预设的第三速度将所述虚拟镜头从所述第二位置移动至所述第一位置;
    若否,则以预设的第四速度将所述虚拟镜头从所述第二位置移动至所述第一位置;
    其中,所述第三速度大于所述第四速度。
  15. 一种存储介质,所述存储介质包括存储的程序,其中,在所述程序运行时控制所述存储介质所在设备执行如下方法:
    将虚拟镜头与虚拟对象在游戏场景中的位置相关联,以根据所述虚拟对象的位置变化控制所述虚拟镜头的移动,其中,该方法应用于可呈现图形用户界面的触控终端,所述图形用户界面所显示的内容包含通过虚拟镜头所捕获的游戏场景图像,所述游戏场景图像中至少包含一虚拟对象;
    在所述图形用户界面提供一视野控制区域,响应针对所述视野控制区域的第一触控操作,根据所述第一触控操作控制所述虚拟镜头进行偏移,以使所述虚拟镜头从第一位置移动至第二位置;
    响应于所述第一触控操作的结束,控制所述虚拟镜头从所述第二位置返回至所述第一位置,在所述虚拟镜头从所述第二位置返回至所述第一位置的过程中,接收游戏操作指令,并根据所述游戏操作指令执行相应的动作。
  16. 根据权利要求15所述的存储介质,其中,在所述程序运行时控制所述存储介质所在设备还执行如下方法:
    检测所述虚拟对象是否朝向所述第二位置;
    若是,则控制所述虚拟镜头以速度递减的方式从所述第二位置向所述第一位置移动;
    若否,则控制所述虚拟镜头以速度递增的方式从所述第二位置向所述第一位置移动。
  17. 根据权利要求16所述的存储介质,其中,在所述程序运行时控制所述存储介质所在设备还执行如下方法:
    控制所述虚拟镜头移动速度减少或增加前,确定所述虚拟对象保持当前朝向达到第一预设时长。
  18. 根据权利要求16所述的存储介质,其中,在所述程序运行时控制所述存储介质所在设备还执行如下方法:
    在控制所述虚拟镜头从所述第二位置返回至所述第一位置之前,
    确定所述虚拟镜头在所述第二位置的时长达到第二预设时长。
  19. 根据权利要求16所述的存储介质,其中,在所述程序运行时控制所述存储介质所在设备还执行如下方法:
    判断所述图形用户界面当前所显示的游戏场景图像中是否包含所述虚拟对象;
    若否,则以预设的第一速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
    若是,则以预设的第二速度控制所述虚拟镜头从所述第二位置移动至所述第一位置;
    其中,所述第二速度小于所述第一速度。
  20. 一种电子装置,包括存储器和处理器,其中,所述存储器中存储有计算机程序,所述处理器被设置为运行所述计算机程序以执行所述权利要求1至7任一项中所述游戏中虚拟镜头控制的方法。
PCT/CN2019/079280 2018-12-19 2019-03-22 一种游戏中虚拟镜头控制的方法及装置 Ceased WO2020124839A1 (zh)

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